R3vo/Sandbox – User

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* [[hmd]]
= [SPE] Artillery Barrage =
* [[ammo]]
 
* [[load]]
'''Category:''' [SPE] Fire Support
* [[vest]]
 
* [[vest]]
'''Available in Zeus:''' true
* [[items]]
 
* [[canAdd]]
'''Module Description:''' Create an artillery shell on the module position. It will take a few seconds until it hits the ground.
* [[addItem]]
== Attributes ==
* [[addVest]]
==== Type ====
* [[goggles]]
 
* [[loadAbs]]
'''Description:''' N/A
* [[maxLoad]]
 
* [[setAmmo]]
'''Property:''' N/A
* [[uniform]]
 
* [[weapons]]
==== Values ====
* [[setAmmo]]
 
* [[weapons]]
* 81 mm Mortar
* [[uniform]]
 
* [[headgear]]
* 81 mm Mortar
* [[linkItem]]
 
* [[loadVest]]
* 81 mm Mortar (WP Smoke)
* [[someAmmo]]
 
* [[backpack]]
* 75 mm Howitzer
* [[addWeapon]]
 
* [[backpacks]]
* 75 mm Howitzer
* [[binocular]]
 
* [[getCorpse]]
* 105 mm Howitzer
* [[hasWeapon]]
 
* [[magazines]]
* 105 mm Howitzer
* [[vestItems]]
 
* [[addWeapon]]
* Nebelwerfer 280 mm Rocket
* [[itemCargo]]
 
* [[magazines]]
* Calliope 114 mm Rocket
* [[addGoggles]]
 
* [[addUniform]]
= [SPE] Ordnance =
* [[assignItem]]
 
* [[removeItem]]
'''Category:''' [SPE] Effects
* [[removeVest]]
 
* [[setMaxLoad]]
'''Available in Zeus:''' false
* [[unlinkItem]]
 
* [[removeVest]]
'''Module Description:''' Create an artillery shell on the module position. It will take a few seconds until it hits the ground.
* [[addHeadgear]]
== Attributes ==
* [[addMagazine]]
==== Type ====
* [[loadUniform]]
 
* [[removeItems]]
'''Description:''' N/A
* [[weaponCargo]]
 
* [[weaponCargo]]
'''Property:''' N/A
* [[addBackpack]]
 
* [[weaponCargo]]
==== Values ====
* [[addMagazines]]
 
* [[gearSlotData]]
* 81 mm Mortar
* [[handgunItems]]
 
* [[removeWeapon]]
* 81 mm Mortar (WP Smoke)
* [[unassignItem]]
 
* [[uniformItems]]
* Mortar Smoke (White)
* [[weaponsItems]]
 
* [[addItemCargo]]
* Artillery Smoke (White)
* [[getAmmoCargo]]
 
* [[getFuelCargo]]
* 75 mm Howitzer
* [[getItemCargo]]
 
* [[removeWeapon]]
* 75 mm Howitzer
* [[setAmmoCargo]]
 
* [[setFuelCargo]]
* 105 mm Howitzer
* [[weaponsItems]]
 
* [[loadBackpack]]
* 105 mm Howitzer
* [[unitBackpack]]
 
* [[addItemToVest]]
* Nebelwerfer 280 mm Rocket
* [[addWeaponItem]]
 
* [[assignedItems]]
* Calliope 114 mm Rocket
* [[currentWeapon]]
 
* [[handgunWeapon]]
= [SPE] Illumination Flare (Continuous) =
* [[lockInventory]]
 
* [[magazinesAmmo]]
'''Category:''' [SPE] Effects
* [[primaryWeapon]]
 
* [[removeGoggles]]
'''Available in Zeus:''' false
* [[removeUniform]]
 
* [[vestContainer]]
'''Module Description:''' Creates a signal flare on the module position (visible only at night).
* [[vestMagazines]]
== Attributes ==
* [[magazineCargo]]
==== Color ====
* [[magazinesAmmo]]
 
* [[backpackCargo]]
'''Description:''' N/A
* [[backpackItems]]
 
* [[everyBackpack]]
'''Property:''' N/A
* [[firstBackpack]]
 
* [[magazineCargo]]
==== Values ====
* [[removeUniform]]
 
* [[vestContainer]]
* White Flare
* [[addHandgunItem]]
 
* [[binocularItems]]
* Yellow Flare
* [[getUnitLoadout]]
 
* [[removeAllItems]]
* Green Flare
* [[removeClothing]]
 
* [[removeHeadgear]]
* Red Flare
* [[removeMagazine]]
 
* [[setUnitLoadout]]
= [SPE] Ambient War Sounds (Global) =
* [[everyContainer]]
 
* [[getRepairCargo]]
'''Category:''' [SPE] Ambient War Sounds
* [[getWeaponCargo]]
 
* [[setRepairCargo]]
'''Available in Zeus:''' false
* [[setVehicleAmmo]]
 
* [[addWeaponCargo]]
'''Module Description:''' N/A
* [[clearItemCargo]]
== Attributes ==
* [[getWeaponCargo]]
==== Condition ====
* [[removeBackpack]]
 
* [[addWeaponGlobal]]
'''Description:''' N/A
* [[currentMagazine]]
 
* [[forceAddUniform]]
'''Property:''' N/A
* [[getSlotItemName]]
 
* [[handgunMagazine]]
==== Minimum Interval ====
* [[lockedInventory]]
 
* [[magazinesDetail]]
'''Description:''' N/A
* [[removeMagazines]]
 
* [[secondaryWeapon]]
'''Property:''' N/A
* [[uniqueUnitItems]]
 
* [[addWeaponGlobal]]
==== Maximum Interval ====
* [[currentMagazine]]
 
* [[magazinesDetail]]
'''Description:''' N/A
* [[forceAddUniform]]
 
* [[addBinocularItem]]
'''Property:''' N/A
* [[addItemToUniform]]
 
* [[canAddItemToVest]]
==== Minimum Distance ====
* [[currentThrowable]]
 
* [[gearIDCAmmoCount]]
'''Description:''' N/A
* [[isUniformAllowed]]
 
* [[removeAllWeapons]]
'''Property:''' N/A
* [[soldierMagazines]]
 
* [[uniformContainer]]
==== Maximum Distance ====
* [[uniformMagazines]]
 
* [[getMagazineCargo]]
'''Description:''' N/A
* [[addBackpackCargo]]
 
* [[addMagazineCargo]]
'''Property:''' N/A
* [[backpackSpaceFor]]
 
* [[clearWeaponCargo]]
==== Switch Sound Type ====
* [[getBackpackCargo]]
 
* [[getMagazineCargo]]
'''Description:''' N/A
* [[uniformContainer]]
 
* [[uniformMagazines]]
'''Property:''' N/A
* [[addBackpackGlobal]]
 
* [[addMagazineGlobal]]
==== Rifles Presence ====
* [[backpackMagazines]]
 
* [[binocularMagazine]]
'''Description:''' N/A
* [[gearSlotAmmoCount]]
 
* [[magazinesAmmoFull]]
'''Property:''' N/A
* [[removeHandgunItem]]
 
* [[setVehicleAmmoDef]]
==== MG Presence ====
* [[weaponAccessories]]
 
* [[magazinesAmmoFull]]
'''Description:''' N/A
* [[removeWeaponCargo]]
 
* [[setVehicleAmmoDef]]
'''Property:''' N/A
* [[weaponsItemsCargo]]
 
* [[addItemToBackpack]]
==== MG42 Presence ====
* [[backpackContainer]]
 
* [[backpackMagazines]]
'''Description:''' N/A
* [[weaponsItemsCargo]]
 
* [[itemsWithMagazines]]
'''Property:''' N/A
* [[primaryWeaponItems]]
 
* [[removeItemFromVest]]
==== Cannon Presence ====
* [[removeWeaponGlobal]]
 
* [[addItemCargoGlobal]]
'''Description:''' N/A
* [[magazinesAmmoCargo]]
 
* [[removeWeaponGlobal]]
'''Property:''' N/A
* [[clearBackpackCargo]]
 
* [[clearMagazineCargo]]
==== Custom Sounds Presence ====
* [[canAddItemToUniform]]
 
* [[getContainerMaxLoad]]
'''Description:''' N/A
* [[magazinesDetailVest]]
 
* [[removeAllContainers]]
'''Property:''' N/A
* [[removeBinocularItem]]
 
* [[addPrimaryWeaponItem]]
= [SPE] Ambient War Sounds (Area) =
* [[removeBackpackGlobal]]
 
* [[removeMagazineGlobal]]
'''Category:''' [SPE] Ambient War Sounds
* [[secondaryWeaponItems]]
 
* [[addMagazineAmmoCargo]]
'''Available in Zeus:''' false
* [[addWeaponCargoGlobal]]
 
* [[canAddItemToBackpack]]
'''Module Description:''' N/A
* [[clearItemCargoGlobal]]
== Attributes ==
* [[currentMagazineDetail]]
==== Condition ====
* [[primaryWeaponMagazine]]
 
* [[removeAllHandgunItems]]
'''Description:''' N/A
* [[removeItemFromUniform]]
 
* [[currentMagazineDetail]]
'''Property:''' N/A
* [[addSecondaryWeaponItem]]
 
* [[magazinesDetailUniform]]
==== Minimum Interval ====
* [[removeAllAssignedItems]]
 
* [[weaponAccessoriesCargo]]
'''Description:''' N/A
* [[weaponAccessoriesCargo]]
 
* [[addBackpackCargoGlobal]]
'''Property:''' N/A
* [[addMagazineCargoGlobal]]
 
* [[clearWeaponCargoGlobal]]
==== Maximum Interval ====
* [[removeItemFromBackpack]]
 
* [[weaponAccessoriesCargo]]
'''Description:''' N/A
* [[magazinesDetailBackpack]]
 
* [[removeAllBinocularItems]]
'''Property:''' N/A
* [[removePrimaryWeaponItem]]
 
* [[secondaryWeaponMagazine]]
==== Minimum Distance ====
* [[clearBackpackCargoGlobal]]
 
* [[clearMagazineCargoGlobal]]
'''Description:''' N/A
* [[removeSecondaryWeaponItem]]
 
* [[clearAllItemsFromBackpack]]
'''Property:''' N/A
* [[removeAllItemsWithMagazines]]
 
* [[removeAllPrimaryWeaponItems]]
==== Maximum Distance ====
* [[removeWeaponAttachmentCargo]]
 
* [[removeAllItemsWithMagazines]]
'''Description:''' N/A
* [[removeAllSecondaryWeaponItems]]
 
* [[addWeaponWithAttachmentsCargo]]
'''Property:''' N/A
* [[addWeaponWithAttachmentsCargoGlobal]]
 
</div>
==== 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