R3vo – User talk

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<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable" width = "100%"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
| '''Head'''
| Advanced Damage
|
| <small><tt>ENH_damageHead</tt></small>
|
|-
| '''Face'''
| Advanced Damage
|
| <small><tt>ENH_damageFace</tt></small>
|
|-
| '''Neck'''
| Advanced Damage
|
| <small><tt>ENH_damageNeck</tt></small>
|
|-
| '''Chest'''
| Advanced Damage
|
| <small><tt>ENH_damageChest</tt></small>
|
|-
| '''Arms'''
| Advanced Damage
|
| <small><tt>ENH_damageArms</tt></small>
|
|-
| '''Hands'''
| Advanced Damage
|
| <small><tt>ENH_damageHands</tt></small>
|
|-
| '''Abdomen'''
| Advanced Damage
|
| <small><tt>ENH_damageAbdomen</tt></small>
|
|-
| '''Pelvis'''
| Advanced Damage
|
| <small><tt>ENH_damagePelvis</tt></small>
|
|-
| '''Diaphragm'''
| Advanced Damage
|
| <small><tt>ENH_damageDiaphragm</tt></small>
|
|-
| '''Legs'''
| Advanced Damage
|
| <small><tt>ENH_damageLegs</tt></small>
|
|-
| '''Various Vehicles'''
| Advanced Damage
|
| <small><tt>AttributeSystemSubcategory</tt></small>
|
|-
| '''Engine #1'''
| Advanced Damage
|
| <small><tt>ENH_damageEngine</tt></small>
|
|-
| '''Gun'''
| Advanced Damage
|
| <small><tt>ENH_damageGun</tt></small>
|
|-
| '''Fuel Tank #1'''
| Advanced Damage
|
| <small><tt>ENH_damageFuelTank</tt></small>
|
|-
| '''Turret'''
| Advanced Damage
|
| <small><tt>ENH_damageTurret</tt></small>
|
|-
| '''Hull'''
| Advanced Damage
|
| <small><tt>ENH_hull</tt></small>
|
|-
| '''Window #1'''
| Advanced Damage
|
| <small><tt>ENH_damageWindows</tt></small>
|
|-
| '''Window #2'''
| Advanced Damage
|
| <small><tt>ENH_damageWindows1</tt></small>
|
|-
| '''Window #3'''
| Advanced Damage
|
| <small><tt>ENH_damageWindows2</tt></small>
|
|-
| '''Window #4'''
| Advanced Damage
|
| <small><tt>ENH_damageWindows3</tt></small>
|
|-
| '''Window #5'''
| Advanced Damage
|
| <small><tt>ENH_damageWindows4</tt></small>
|
|-
| '''Window #6'''
| Advanced Damage
|
| <small><tt>ENH_damageWindows5</tt></small>
|
|-
| '''Window #7'''
| Advanced Damage
|
| <small><tt>ENH_damageWindows6</tt></small>
|
|-
| '''Land Vehicles'''
| Advanced Damage
|
| <small><tt>AttributeSystemSubcategory</tt></small>
|
|-
| '''1st axle left wheel'''
| Advanced Damage
|
| <small><tt>ENH_damageLFWheel</tt></small>
|
|-
| '''1st axle right wheel'''
| Advanced Damage
|
| <small><tt>ENH_damageRFWheel</tt></small>
|
|-
| '''2nd axle left wheel'''
| Advanced Damage
|
| <small><tt>ENH_damageLF2Wheel</tt></small>
|
|-
| '''2nd axle right wheel'''
| Advanced Damage
|
| <small><tt>ENH_damageRF2Wheel</tt></small>
|
|-
| '''3rd axle left wheel'''
| Advanced Damage
|
| <small><tt>ENH_damageLMWheel</tt></small>
|
|-
| '''3rd axle right wheel'''
| Advanced Damage
|
| <small><tt>ENH_damageRMWheel</tt></small>
|
|-
| '''4th axle left wheel'''
| Advanced Damage
|
| <small><tt>ENH_damageLBWheel</tt></small>
|
|-
| '''4th axle right wheel'''
| Advanced Damage
|
| <small><tt>ENH_damageRBWheel</tt></small>
|
|-
| '''Body'''
| Advanced Damage
|
| <small><tt>ENH_damageVehBody</tt></small>
|
|-
| '''Left track'''
| Advanced Damage
|
| <small><tt>ENH_damageLTrack</tt></small>
|
|-
| '''Right track'''
| Advanced Damage
|
| <small><tt>ENH_damageRTrack</tt></small>
|
|-
| '''Aeronautical Vehicles'''
| Advanced Damage
|
| <small><tt>AttributeSystemSubcategory</tt></small>
|
|-
| '''Avionics'''
| Advanced Damage
|
| <small><tt>ENH_damageAvionics</tt></small>
|
|-
| '''Main rotor'''
| Advanced Damage
|
| <small><tt>ENH_damageMainRotor</tt></small>
|
|-
| '''Tail Rotor'''
| Advanced Damage
|
| <small><tt>ENH_damageTailRotor</tt></small>
|
|-
| '''Engine #2'''
| Advanced Damage
|
| <small><tt>ENH_engine2</tt></small>
|
|-
| '''Fuel Tank #2'''
| Advanced Damage
|
| <small><tt>ENH_fuel2</tt></small>
|
|-
| '''Left Aileron'''
| Advanced Damage
|
| <small><tt>ENH_hitlaileron</tt></small>
|
|-
| '''Right Aileron'''
| Advanced Damage
|
| <small><tt>ENH_hitraileron</tt></small>
|
|-
| '''Left Rudder'''
| Advanced Damage
|
| <small><tt>ENH_hitlcrudder</tt></small>
|
|-
| '''Right Rudder'''
| Advanced Damage
|
| <small><tt>ENH_hitrrudder</tt></small>
|
|-
| '''Left Elevator'''
| Advanced Damage
|
| <small><tt>ENH_hitlcelevator</tt></small>
|
|-
| '''Right Elevator'''
| Advanced Damage
|
| <small><tt>ENH_hitrelevator</tt></small>
|
|-
| '''Gear Lights'''
| Advanced Damage
|
| <small><tt>ENH_gear_f_lights</tt></small>
|
|-
| '''Move'''
| Disable AI Features
| Disables AI's ability to move.
| <small><tt>ENH_disableAI_move</tt></small>
|
|-
| '''Target'''
| Disable AI Features
| Disables AI's ability to target.
| <small><tt>ENH_disableAI_target</tt></small>
|
|-
| '''Cover'''
| Disable AI Features
| Disables AI's ability to take cover.
| <small><tt>ENH_disableAI_cover</tt></small>
|
|-
| '''Autotarget'''
| Disable AI Features
| Disables AI's ability automatically assign targets.
| <small><tt>ENH_disableAI_autotarget</tt></small>
|
|-
| '''Animation'''
| Disable AI Features
| Disables animations.
| <small><tt>ENH_disableAI_anim</tt></small>
|
|-
| '''FSM'''
| Disable AI Features
| Disable the execution of AI behaviour scripts.
| <small><tt>ENH_disableAI_FSM</tt></small>
|
|-
| '''Aiming Error'''
| Disable AI Features
| Prevents AI's aiming from being distracted by its shooting, moving, turning, reloading, hit, injury, fatigue, suppression or concealed/lost target.
| <small><tt>ENH_disableAI_aimingError</tt></small>
|
|-
| '''Team Switch'''
| Disable AI Features
| AI disabled because of Team Switch.
| <small><tt>ENH_disableAI_teamswitch</tt></small>
|
|-
| '''Suppression'''
| Disable AI Features
| Prevents AI from being suppressed.
| <small><tt>ENH_disableAI_suppression</tt></small>
|
|-
| '''Raycasts'''
| Disable AI Features
| Disables visibility raycasts.
| <small><tt>ENH_disableAI_checkVisible</tt></small>
|
|-
| '''Autocombat'''
| Disable AI Features
| Disables autonomous switching to COMBAT when in danger.
| <small><tt>ENH_disableAI_autocombat</tt></small>
|
|-
| '''Path'''
| Disable AI Features
| Stops the AI’s movement but not the target alignment.
| <small><tt>ENH_disableAI_path</tt></small>
|
|-
| '''Mine Detection'''
| Disable AI Features
|
| <small><tt>ENH_disableAI_mineDetection</tt></small>
|
|-
| '''Weapon Aim'''
| Disable AI Features
|
| <small><tt>ENH_disableAI_weaponAim</tt></small>
|
|-
| '''Night Vision Goggles'''
| Disable AI Features
|
| <small><tt>ENH_disableAI_NVG</tt></small>
|
|-
| '''Lights'''
| Disable AI Features
|
| <small><tt>ENH_disableAI_lights</tt></small>
|
|-
| '''Radio Protocol'''
| Disable AI Features
| Stops AI from talking and texting while still being able to issue orders.
| <small><tt>ENH_disableAI_radioProtocol</tt></small>
|
|-
| '''Aiming Shake'''
| Advanced Skill Settings
| Affects how steadily the AI can hold a weapon (Higher value = less weapon sway).
| <small><tt>ENH_aimingShake</tt></small>
|
|-
| '''Aiming Speed'''
| Advanced Skill Settings
| Affects how quickly the AI can rotate and stabilize its aim (Higher value = faster, less error).
| <small><tt>ENH_aimingSpeed</tt></small>
|
|-
| '''Aiming Accuracy'''
| Advanced Skill Settings
| Affects how precise an AI will shoot (Higher value = higher precision).
| <small><tt>ENH_aimingAccuracy</tt></small>
|
|-
| '''Commanding'''
| Advanced Skill Settings
| Affects how quickly recognized targets are shared with the group (Higher value = faster reporting).
| <small><tt>ENH_commanding</tt></small>
|
|-
| '''Courage'''
| Advanced Skill Settings
| Affects unit's subordinates' morale (Higher value = more courage).
| <small><tt>ENH_courage</tt></small>
|
|-
| '''General'''
| Advanced Skill Settings
| Affects the AI's decision making.
| <small><tt>enh_general</tt></small>
|
|-
| '''Reload Speed'''
| Advanced Skill Settings
| Affects the delay between switching or reloading a weapon. (Higher value = less delay).
| <small><tt>ENH_reloadingSpeed</tt></small>
|
|-
| '''Spot Distance'''
| Advanced Skill Settings
| Affects the AI's ability to spot targets within it's visual or audible range and also affects the accuracy of the information (Higher value = better spotting, more accurate information).
| <small><tt>ENH_spotDistance</tt></small>
|
|-
| '''Spot Time'''
| Advanced Skill Settings
| Affects how quick the AI react to death, damage or observing an enemy (Higher value = quicker reaction).
| <small><tt>ENH_spotTime</tt></small>
|
|-
| '''Is Medic?'''
| Unit Traits
| Defines whether the unit can fully heal other units.
| <small><tt>ENH_unitTraits_medic</tt></small>
|
|-
| '''Is Engineer?'''
| Unit Traits
| Defines whether or not the unit can repair vehicles.
| <small><tt>ENH_unitTraits_engineer</tt></small>
|
|-
| '''Is Explosive Specialist?'''
| Unit Traits
| Defines whether the unit can defuse explosives.
| <small><tt>ENH_unitTrait_explosiveSpecialist</tt></small>
|
|-
| '''Is UAV Hacker?'''
| Unit Traits
| Defines whether the unit can hack hostile UAVs.
| <small><tt>ENH_unitTrait_UAVHacker</tt></small>
|
|-
| '''Camouflage Coefficent'''
| Unit Traits
| The camouflage coefficent determines how easy an unit can be spotted by AI. A lower value means it's more difficult to spot it.
| <small><tt>ENH_unitTraits_camouflage</tt></small>
|
|-
| '''Audible Coefficient'''
| Unit Traits
| The audible coefficient determines how easy a unit can be heard by AI. A lower value means it's more difficult to hear it.
| <small><tt>ENH_unitTraits_audibleCoef</tt></small>
|
|-
| '''Load Coefficient'''
| Unit Traits
| The load coefficient determines how much influence the unit's loadout weight has on it's stamina. A higher value means the weight has a higher influence.
| <small><tt>ENH_unitTraits_loadCoef</tt></small>
|
|-
| '''Hold Action'''
| Hold Action
|
| <small><tt>ENH_HoldAction</tt></small>
|
|}


<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable" width = "100%"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
| '''Patrol'''
| State
| Makes the group of the selected unit patrol an area. The value defines the max. distance between two patrol waypoints.
0 deactivates the patrol.
| <small><tt>ENH_TaskPatrol</tt></small>
|
|-
| '''Group Marker'''
| Group Marker
|
| <small><tt>ENH_groupMarker</tt></small>
|
|}
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable" width = "100%"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
| '''View Distance'''
| Visual Settings
| Keep in mind that this setting can be limited bei either the server or the player's visual settings. Additionally, the object view distance cannot be higher than the view distance.
| <small><tt>ENH_viewDistance</tt></small>
|
|-
| '''Object View Distance'''
| Visual Settings
| Keep in mind that this setting can be limited bei either the server or the player's visual settings. Additionally, the object view distance cannot be higher than the view distance.
| <small><tt>ENH_objViewDistance</tt></small>
|
|-
| '''Terrain Detail'''
| Visual Settings
|
Available options:
* '''Unchanged'''
* '''Grass disabled'''
* '''Standard'''
* '''High'''
* '''Very  High'''
* '''Ultra'''
| <small><tt>ENH_terrainDetail</tt></small>
|
|}
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable" width = "100%"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
| '''Editable Objects (Zeus)'''
| Misc
| Checks all alive objects (except logics) every 60 seconds and makes them available for editing for all curators.
If no curators are in game, the attribute will not work.
| <small><tt>ENH_dynamicGroups</tt></small>
|
|-
| '''Volume (Sound)'''
| Music, Sound & Radio Settings
|
| <small><tt>ENH_soundVolume</tt></small>
|
|-
| '''Volume (Music)'''
| Music, Sound & Radio Settings
|
| <small><tt>ENH_musicVolume</tt></small>
|
|-
| '''Volume (Radio)'''
| Music, Sound & Radio Settings
|
| <small><tt>ENH_radioVolume</tt></small>
|
|-
| '''Random Music'''
| Music, Sound & Radio Settings
| Will play randomly selected music at mission start. Input must look as follows: Classname_1 Classname_2 Classname_3 Classname_n.
| <small><tt>ENH_randomMusic</tt></small>
|
|-
| '''Map Indicators'''
| Map Indicators
|
| <small><tt>ENH_mapIndicators</tt></small>
|
|-
| '''Ambient Flyby'''
| Ambient Flyby
|
| <small><tt>ENH_ambientFlyby</tt></small>
|
|-
| '''Airdrop'''
| Airdrop
|
| <small><tt>ENH_Airdrop</tt></small>
|
|-
| '''Establishing Shot'''
| Establishing Shot
|
| <small><tt>ENH_establisingShot</tt></small>
|
|-
| '''Intro Text'''
| Intro Text
|
| <small><tt>ENH_introText</tt></small>
|
|-
| '''Mission Ending (Casualties)'''
| Custom Mission Endings
|
| <small><tt>ENH_missionEnding_casualties</tt></small>
|
|-
| '''Single Player Respawn'''
| Single Player Respawn
|
| <small><tt>ENH_SPR</tt></small>
|
|}
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable" width = "100%"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
| '''Respawn Tickets BLUFOR'''
| Respawn
|
| <small><tt>ENH_respawnTickets_west</tt></small>
|
|-
| '''Respawn Tickets OPFOR'''
| Respawn
|
| <small><tt>ENH_respawnTickets_east</tt></small>
|
|-
| '''Respawn Tickets INDFOR'''
| Respawn
|
| <small><tt>ENH_respawnTickets_independent</tt></small>
|
|-
| '''Respawn Tickets CIVFOR'''
| Respawn
|
| <small><tt>ENH_respawnTickets_civilian</tt></small>
|
|-
| '''Save Loadout'''
| Respawn
| Restores the loadout on respawn.
| <small><tt>ENH_saveLoadout</tt></small>
|
|-
| '''Enable'''
| Dynamic Groups
| Enable the Dynamic Groups system.
| <small><tt>ENH_dynamicGroups</tt></small>
|
|-
| '''Dynamic AI Skill Settings'''
| Dynamic AI Skill Settings
|
| <small><tt>ENH_dynamicSkill</tt></small>
|
|}
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable" width = "100%"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
|-
| '''Debug Options'''
| Misc
|
| <small><tt>ENH_DebugOptions</tt></small>
|
|-
| '''Collapse Asset Browser on Start'''
| Interface
|
| <small><tt>ENH_CollapseAssetBrowser</tt></small>
|
|-
| '''Collapse Entity List on Start'''
| Interface
|
| <small><tt>ENH_CollapseEntityList</tt></small>
|
|-
| '''Show Left Panel on Start'''
| Interface
|
| <small><tt>ENH_ShowPanelLeft</tt></small>
|
|-
| '''Show Right Panel on Start'''
| Interface
|
| <small><tt>ENH_ShowPanelRight</tt></small>
|
|-
| '''Show Entity Counter'''
| Interface
|
| <small><tt>ENH_Statusbar_EntityCounter</tt></small>
|
|}

Revision as of 00:14, 15 October 2020

Info Development
Name Category Description Property Type
Head Advanced Damage ENH_damageHead
Face Advanced Damage ENH_damageFace
Neck Advanced Damage ENH_damageNeck
Chest Advanced Damage ENH_damageChest
Arms Advanced Damage ENH_damageArms
Hands Advanced Damage ENH_damageHands
Abdomen Advanced Damage ENH_damageAbdomen
Pelvis Advanced Damage ENH_damagePelvis
Diaphragm Advanced Damage ENH_damageDiaphragm
Legs Advanced Damage ENH_damageLegs
Various Vehicles Advanced Damage AttributeSystemSubcategory
Engine #1 Advanced Damage ENH_damageEngine
Gun Advanced Damage ENH_damageGun
Fuel Tank #1 Advanced Damage ENH_damageFuelTank
Turret Advanced Damage ENH_damageTurret
Hull Advanced Damage ENH_hull
Window #1 Advanced Damage ENH_damageWindows
Window #2 Advanced Damage ENH_damageWindows1
Window #3 Advanced Damage ENH_damageWindows2
Window #4 Advanced Damage ENH_damageWindows3
Window #5 Advanced Damage ENH_damageWindows4
Window #6 Advanced Damage ENH_damageWindows5
Window #7 Advanced Damage ENH_damageWindows6
Land Vehicles Advanced Damage AttributeSystemSubcategory
1st axle left wheel Advanced Damage ENH_damageLFWheel
1st axle right wheel Advanced Damage ENH_damageRFWheel
2nd axle left wheel Advanced Damage ENH_damageLF2Wheel
2nd axle right wheel Advanced Damage ENH_damageRF2Wheel
3rd axle left wheel Advanced Damage ENH_damageLMWheel
3rd axle right wheel Advanced Damage ENH_damageRMWheel
4th axle left wheel Advanced Damage ENH_damageLBWheel
4th axle right wheel Advanced Damage ENH_damageRBWheel
Body Advanced Damage ENH_damageVehBody
Left track Advanced Damage ENH_damageLTrack
Right track Advanced Damage ENH_damageRTrack
Aeronautical Vehicles Advanced Damage AttributeSystemSubcategory
Avionics Advanced Damage ENH_damageAvionics
Main rotor Advanced Damage ENH_damageMainRotor
Tail Rotor Advanced Damage ENH_damageTailRotor
Engine #2 Advanced Damage ENH_engine2
Fuel Tank #2 Advanced Damage ENH_fuel2
Left Aileron Advanced Damage ENH_hitlaileron
Right Aileron Advanced Damage ENH_hitraileron
Left Rudder Advanced Damage ENH_hitlcrudder
Right Rudder Advanced Damage ENH_hitrrudder
Left Elevator Advanced Damage ENH_hitlcelevator
Right Elevator Advanced Damage ENH_hitrelevator
Gear Lights Advanced Damage ENH_gear_f_lights
Move Disable AI Features Disables AI's ability to move. ENH_disableAI_move
Target Disable AI Features Disables AI's ability to target. ENH_disableAI_target
Cover Disable AI Features Disables AI's ability to take cover. ENH_disableAI_cover
Autotarget Disable AI Features Disables AI's ability automatically assign targets. ENH_disableAI_autotarget
Animation Disable AI Features Disables animations. ENH_disableAI_anim
FSM Disable AI Features Disable the execution of AI behaviour scripts. ENH_disableAI_FSM
Aiming Error Disable AI Features Prevents AI's aiming from being distracted by its shooting, moving, turning, reloading, hit, injury, fatigue, suppression or concealed/lost target. ENH_disableAI_aimingError
Team Switch Disable AI Features AI disabled because of Team Switch. ENH_disableAI_teamswitch
Suppression Disable AI Features Prevents AI from being suppressed. ENH_disableAI_suppression
Raycasts Disable AI Features Disables visibility raycasts. ENH_disableAI_checkVisible
Autocombat Disable AI Features Disables autonomous switching to COMBAT when in danger. ENH_disableAI_autocombat
Path Disable AI Features Stops the AI’s movement but not the target alignment. ENH_disableAI_path
Mine Detection Disable AI Features ENH_disableAI_mineDetection
Weapon Aim Disable AI Features ENH_disableAI_weaponAim
Night Vision Goggles Disable AI Features ENH_disableAI_NVG
Lights Disable AI Features ENH_disableAI_lights
Radio Protocol Disable AI Features Stops AI from talking and texting while still being able to issue orders. ENH_disableAI_radioProtocol
Aiming Shake Advanced Skill Settings Affects how steadily the AI can hold a weapon (Higher value = less weapon sway). ENH_aimingShake
Aiming Speed Advanced Skill Settings Affects how quickly the AI can rotate and stabilize its aim (Higher value = faster, less error). ENH_aimingSpeed
Aiming Accuracy Advanced Skill Settings Affects how precise an AI will shoot (Higher value = higher precision). ENH_aimingAccuracy
Commanding Advanced Skill Settings Affects how quickly recognized targets are shared with the group (Higher value = faster reporting). ENH_commanding
Courage Advanced Skill Settings Affects unit's subordinates' morale (Higher value = more courage). ENH_courage
General Advanced Skill Settings Affects the AI's decision making. enh_general
Reload Speed Advanced Skill Settings Affects the delay between switching or reloading a weapon. (Higher value = less delay). ENH_reloadingSpeed
Spot Distance Advanced Skill Settings Affects the AI's ability to spot targets within it's visual or audible range and also affects the accuracy of the information (Higher value = better spotting, more accurate information). ENH_spotDistance
Spot Time Advanced Skill Settings Affects how quick the AI react to death, damage or observing an enemy (Higher value = quicker reaction). ENH_spotTime
Is Medic? Unit Traits Defines whether the unit can fully heal other units. ENH_unitTraits_medic
Is Engineer? Unit Traits Defines whether or not the unit can repair vehicles. ENH_unitTraits_engineer
Is Explosive Specialist? Unit Traits Defines whether the unit can defuse explosives. ENH_unitTrait_explosiveSpecialist
Is UAV Hacker? Unit Traits Defines whether the unit can hack hostile UAVs. ENH_unitTrait_UAVHacker
Camouflage Coefficent Unit Traits The camouflage coefficent determines how easy an unit can be spotted by AI. A lower value means it's more difficult to spot it. ENH_unitTraits_camouflage
Audible Coefficient Unit Traits The audible coefficient determines how easy a unit can be heard by AI. A lower value means it's more difficult to hear it. ENH_unitTraits_audibleCoef
Load Coefficient Unit Traits The load coefficient determines how much influence the unit's loadout weight has on it's stamina. A higher value means the weight has a higher influence. ENH_unitTraits_loadCoef
Hold Action Hold Action ENH_HoldAction
Info Development
Name Category Description Property Type
Patrol State Makes the group of the selected unit patrol an area. The value defines the max. distance between two patrol waypoints.

0 deactivates the patrol.

ENH_TaskPatrol
Group Marker Group Marker ENH_groupMarker
Info Development
Name Category Description Property Type
View Distance Visual Settings Keep in mind that this setting can be limited bei either the server or the player's visual settings. Additionally, the object view distance cannot be higher than the view distance. ENH_viewDistance
Object View Distance Visual Settings Keep in mind that this setting can be limited bei either the server or the player's visual settings. Additionally, the object view distance cannot be higher than the view distance. ENH_objViewDistance
Terrain Detail Visual Settings

Available options:

  • Unchanged
  • Grass disabled
  • Standard
  • High
  • Very High
  • Ultra
ENH_terrainDetail
Info Development
Name Category Description Property Type
Editable Objects (Zeus) Misc Checks all alive objects (except logics) every 60 seconds and makes them available for editing for all curators.

If no curators are in game, the attribute will not work.

ENH_dynamicGroups
Volume (Sound) Music, Sound & Radio Settings ENH_soundVolume
Volume (Music) Music, Sound & Radio Settings ENH_musicVolume
Volume (Radio) Music, Sound & Radio Settings ENH_radioVolume
Random Music Music, Sound & Radio Settings Will play randomly selected music at mission start. Input must look as follows: Classname_1 Classname_2 Classname_3 Classname_n. ENH_randomMusic
Map Indicators Map Indicators ENH_mapIndicators
Ambient Flyby Ambient Flyby ENH_ambientFlyby
Airdrop Airdrop ENH_Airdrop
Establishing Shot Establishing Shot ENH_establisingShot
Intro Text Intro Text ENH_introText
Mission Ending (Casualties) Custom Mission Endings ENH_missionEnding_casualties
Single Player Respawn Single Player Respawn ENH_SPR
Info Development
Name Category Description Property Type
Respawn Tickets BLUFOR Respawn ENH_respawnTickets_west
Respawn Tickets OPFOR Respawn ENH_respawnTickets_east
Respawn Tickets INDFOR Respawn ENH_respawnTickets_independent
Respawn Tickets CIVFOR Respawn ENH_respawnTickets_civilian
Save Loadout Respawn Restores the loadout on respawn. ENH_saveLoadout
Enable Dynamic Groups Enable the Dynamic Groups system. ENH_dynamicGroups
Dynamic AI Skill Settings Dynamic AI Skill Settings ENH_dynamicSkill
Info Development
Name Category Description Property Type
Debug Options Misc ENH_DebugOptions
Collapse Asset Browser on Start Interface ENH_CollapseAssetBrowser
Collapse Entity List on Start Interface ENH_CollapseEntityList
Show Left Panel on Start Interface ENH_ShowPanelLeft
Show Right Panel on Start Interface ENH_ShowPanelRight
Show Entity Counter Interface ENH_Statusbar_EntityCounter