R3vo/Sandbox – User
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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:''' N/A | |||
'''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:''' N/A | |||
* | |||
'''Property:''' N/A | |||
==== Minimum Interval ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
==== Maximum Interval ==== | |||
* | |||
'''Description:''' N/A | |||
* | |||
'''Property:''' N/A | |||
* | |||
==== Minimum Distance ==== | |||
* | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
==== Maximum Distance ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
* | |||
==== Switch Sound Type ==== | |||
* | |||
'''Description:''' N/A | |||
* | |||
'''Property:''' N/A | |||
==== Rifles Presence ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
==== MG Presence ==== | |||
* | |||
'''Description:''' N/A | |||
* | |||
'''Property:''' N/A | |||
* | |||
==== MG42 Presence ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
==== Cannon Presence ==== | |||
'''Description:''' N/A | |||
* | |||
'''Property:''' N/A | |||
* | |||
==== Custom Sounds Presence ==== | |||
* | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
= [SPE] Ambient War Sounds (Area) = | |||
'''Category:''' [SPE] Ambient War Sounds | |||
'''Available in Zeus:''' false | |||
* | |||
'''Module Description:''' N/A | |||
* | == Attributes == | ||
==== Condition ==== | |||
* | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
==== Minimum Interval ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
* | |||
==== Maximum Interval ==== | |||
* | |||
'''Description:''' N/A | |||
* | |||
'''Property:''' N/A | |||
==== Minimum Distance ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
==== Maximum Distance ==== | |||
* | |||
'''Description:''' N/A | |||
* | |||
'''Property:''' N/A | |||
==== Switch Sound Type ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
==== Rifles Presence ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
==== MG Presence ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
==== MG42 Presence ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
==== Cannon Presence ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
==== Custom Sounds Presence ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
= [SPE] Flare Illumination = | |||
'''Category:''' [SPE] Effects | |||
'''Available in Zeus:''' false | |||
'''Module Description:''' N/A | |||
== Attributes == | |||
==== Conditional ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
==== Minimum Interval ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
==== Maximum Interval ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
==== Minimum Distance ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
==== Max Flares Allowed ==== | |||
'''Description:''' N/A | |||
'''Property:''' N/A | |||
==== Color ==== | |||
'''Description:''' N/A | |||
'''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 | |||
[[Category: Spearhead 1944]] |
Revision as of 16:38, 25 July 2023
[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: N/A
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: N/A
Property: N/A
Minimum Interval
Description: N/A
Property: N/A
Maximum Interval
Description: N/A
Property: N/A
Minimum Distance
Description: N/A
Property: N/A
Maximum Distance
Description: N/A
Property: N/A
Switch Sound Type
Description: N/A
Property: N/A
Rifles Presence
Description: N/A
Property: N/A
MG Presence
Description: N/A
Property: N/A
MG42 Presence
Description: N/A
Property: N/A
Cannon Presence
Description: N/A
Property: N/A
Custom Sounds Presence
Description: N/A
Property: N/A
[SPE] Ambient War Sounds (Area)
Category: [SPE] Ambient War Sounds
Available in Zeus: false
Module Description: N/A
Attributes
Condition
Description: N/A
Property: N/A
Minimum Interval
Description: N/A
Property: N/A
Maximum Interval
Description: N/A
Property: N/A
Minimum Distance
Description: N/A
Property: N/A
Maximum Distance
Description: N/A
Property: N/A
Switch Sound Type
Description: N/A
Property: N/A
Rifles Presence
Description: N/A
Property: N/A
MG Presence
Description: N/A
Property: N/A
MG42 Presence
Description: N/A
Property: N/A
Cannon Presence
Description: N/A
Property: N/A
Custom Sounds Presence
Description: N/A
Property: N/A
[SPE] Flare Illumination
Category: [SPE] Effects
Available in Zeus: false
Module Description: N/A
Attributes
Conditional
Description: N/A
Property: N/A
Minimum Interval
Description: N/A
Property: N/A
Maximum Interval
Description: N/A
Property: N/A
Minimum Distance
Description: N/A
Property: N/A
Max Flares Allowed
Description: N/A
Property: N/A
Color
Description: N/A
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