R3vo/Sandbox – User

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<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
<!---
{| class="wikitable sortable"
{{Cfg ref|start}}
! colspan="3" | <big>Info</big>
{{Cfg ref|abc}}
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
==== += ====
|-
;Type: [[TokenNameValueTypes|Array]]
! Name
;Description: Sets the array to given value or adds given value to the array.
! Category
;Example: <syntaxhighlight lang="c">
! class="unsortable" | Description
items[] += {1,2,3,4};
! Property
</syntaxhighlight>
! Type
==== delete ====
|-
;Type: Class
| '''Type'''
;Description: Deletes given class. Does not delete class if classes that derive from it still exist. In that case, delete children first.
| Type
;Example: <syntaxhighlight lang="c">
| Object type. Can be changed only to another type of the same side,
delete someObsoleteClass;
e.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop.
</syntaxhighlight>
| <small><tt>ItemClass</tt></small>
--->
| [[String]]
<br clear="all">
|-
Arma 3 Log File
| '''Variable Name'''
| Init
| Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables.
| <small><tt>Name</tt></small>
| [[String]]
|-
| '''Init'''
| Init
| Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object.
| <small><tt>Init</tt></small>
| [[String]]
|-
| ''''''
| Pylons Settings
|
| <small><tt>Pylons</tt></small>
|
|-
| '''Position'''
| Transformation
| World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain.
| <small><tt>position</tt></small>
| [[Position3D]]
|-
| '''Rotation'''
| Transformation
| Local rotation in degrees. X is pitch, Y is roll and Z is yaw.
| <small><tt>rotation</tt></small>
| [[Number]]
|-
| '''Size'''
| Transformation
| Area size in meters.
| <small><tt>size3</tt></small>
| [[Array]]
|-
| '''Shape'''
| Transformation
| Area shape.
Available options:
* '''Ellipse'''
* '''Rectangle'''
 
| <small><tt>IsRectangle</tt></small>
| [[Bool]]
|-
| '''Placement Radius'''
| Transformation
| Placement radius in meters. The entity will start at a random position within the radius.
| <small><tt>placementRadius</tt></small>
| [[Number]]
|-
| '''Player'''
| Control
| Player in singleplayer. When enabled, the character will also be available in multiplayer and team switch ('Playable' status cannot be disabled individually in such case).
| <small><tt>ControlSP</tt></small>
| [[Bool]]
|-
| '''Playable'''
| Control
| When enabled, the character will appear as a slot in the multiplayer scenario lobby and in the list of roles available for team switch.
| <small><tt>ControlMP</tt></small>
| [[Bool]]
|-
| '''Role Description'''
| Control
| Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default.
| <small><tt>description</tt></small>
| [[String]]
|-
| '''Lock'''
| States
| Vehicle lock. When locked, characters outside of the vehicle will be unable to get in and those already inside will be forbidden from leaving.
Available options:
* '''Unlocked''' - Anyone can get in
* '''Default''' - Group leaders and anyone who was ordered in by their group leader can get in
* '''Locked''' - No one can get in
* '''Locked for players''' - Anyone except for players can get in


| <small><tt>lock</tt></small>
== Location ==
| [[Number]]
|-
| '''Skill'''
| States
| General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified.
| <small><tt>skill</tt></small>
| [[Number]]
|-
| '''Health / Armor'''
| States
| Object health / armor. When close to 0%, the object will be destroyed.
| <small><tt>Health</tt></small>
| [[Number]]
|-
| '''Fuel'''
| States
| Vehicle fuel.
| <small><tt>fuel</tt></small>
| [[Number]]
|-
| '''Ammunition'''
| States
| General vehicle ammo state.
| <small><tt>ammo</tt></small>
| [[Number]]
|-
| '''Rank'''
| States
| Character rank. When a group leader is killed, the subordinate with the highest rank will take over.
Available options:
* '''Private'''
* '''Corporal'''
* '''Sergeant'''
* '''Lieutenant'''
* '''Captain'''
* '''Major'''
* '''Colonel'''


| <small><tt>rank</tt></small>
{{Informative | Log files for {{arma3}} can be found in:'''%userprofile%'''\AppData\Local\Arma 3}}
| [[String]]
|-
| '''Stance'''
| States
|
Available options:
* '''Default Stance'''
* '''Lie Down'''
* '''Crouch'''
* '''Stand Up'''


| <small><tt>unitPos</tt></small>
== Log File Content Explained ==
|
|-
| '''Enable Dynamic Simulation'''
| Special States
| Entity simulation is enabled only if the player or an enemy unit is nearby.


Note: Doesn't work on simple objects and it overwrites basic simulation settings.
=== Beginning of the Log File ===
| <small><tt>dynamicSimulation</tt></small>
| [[Number]]
|-
| '''Wake-Up Dynamic Simulation'''
| Special States
| Controls unit capability to activate dynamically simulated entities.
| <small><tt>addToDynSimGrid</tt></small>
| [[Number]]
|-
| '''Enable Simulation'''
| Special States
| When disabled, the object will freeze and ignore any input or collisions.


Note: This option doesn't have any effect on dynamically simulated objects.
<syntaxhighlight lang="cpp">
| <small><tt>enableSimulation</tt></small>
=====================================================================
| [[Bool]]
== C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Arma3_x64.exe
|-
== "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Arma3_x64.exe" -skipIntro -noSplash -hugePages -showScriptErrors
| '''Simple Object'''
| Special States
| When enabled, the object will behave like a map object (e.g. rocks or trees), which significantly saves performance. This option is available only for objects where it leads to improved performance.


Warning: If set, the setting is enforced at the start of the scenario and is irreversible during its runtime!
Original output filename: Arma3Retail_DX11_x64
| <small><tt>objectIsSimple</tt></small>
Exe timestamp: 2020/08/20 01:03:22
| [[Bool]]
Current time:  2020/09/06 10:35:03
|-
| '''Show Model'''
| Special States
| Show model and collisions. Even when disabled, the object will be simulated normally (e.g., soldiers will still be able to move and shoot).
| <small><tt>hideObject</tt></small>
| [[Bool]]
|-
| '''Enable Damage'''
| Special States
| Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed.
| <small><tt>allowDamage</tt></small>
| [[Bool]]
|-
| '''Enable Stamina'''
| Special States
| Set whether the character should become tired when moving or not. When disabled for player, the stamina bar will be hidden completely.
| <small><tt>enableStamina</tt></small>
| [[Bool]]
|-
| '''Revive Enabled'''
| Special States
| Enable revive for this unit.
| <small><tt>EnableRevive</tt></small>
| [[Bool]]
|-
| '''Doors States'''
| Special States
| Set closed, locked or opened state for object doors.
| <small><tt>DoorStates</tt></small>
|
|-
| '''Name'''
| Identity
| Character name, by default automatically generated based on faction.
| <small><tt>unitName</tt></small>
| [[String]]
|-
| '''Face'''
| Identity
| Character face.
| <small><tt>face</tt></small>
| [[String]]
|-
| '''Call Sign'''
| Identity
| Call sign used in radio protocol (e.g., leader will order 'Kerry, fall back' instead of generic '2, fall back'). It doesn't affect character's actual name; consider changing it as well so they match together.
Available options:
* '''No Call Sign'''
* '''Miller'''
* '''Reynolds'''
* '''Armstrong'''
* '''Nichols'''
* '''Tanny'''
* '''Frost'''
* '''Lacey'''
* '''Larkin'''
* '''Kerry'''
* '''Jackson'''
* '''McKendrick'''
* '''Levine'''
* '''James'''
* '''McKay'''
* '''Hardy'''
* '''Northgate'''
* '''Adams'''
* '''Bennett'''
* '''Campbell'''
* '''Dixon'''
* '''Everett'''
* '''Franklin'''
* '''Givens'''
* '''Hawkins'''
* '''Lopez'''
* '''Martinez'''
* '''OConnor'''
* '''Ryan'''
* '''Patterson'''
* '''Sykes'''
* '''Taylor'''
* '''Walker'''
* '''Amin'''
* '''Masood'''
* '''Fahim'''
* '''Habibi'''
* '''Kushan'''
* '''Jawadi'''
* '''Nazari'''
* '''Siddiqi'''
* '''Takhtar'''
* '''Wardak'''
* '''Yousuf'''
* '''Anthis'''
* '''Costa'''
* '''Dimitirou'''
* '''Elias'''
* '''Gekas'''
* '''Kouris'''
* '''Leventis'''
* '''Markos'''
* '''Nikas'''
* '''Nicolo'''
* '''Panas'''
* '''Petros'''
* '''Rosi'''
* '''Samaras'''
* '''Stavrou'''
* '''Ghost'''
* '''Stranger'''
* '''Fox'''
* '''Snake'''
* '''Razer'''
* '''Jester'''
* '''Nomad'''
* '''Viper'''
* '''Korneedler'''


| <small><tt>NameSound</tt></small>
Type: Public
| [[String]]
Build: Development
|-
Version: 2.01.146606
| '''Voice'''
| Identity
| Radio voice used in group communication (e.g., target reporting).
| <small><tt>speaker</tt></small>
| [[String]]
|-
| '''Voice Pitch'''
| Identity
| Voice pitch. Higher number means higher voice.
| <small><tt>pitch</tt></small>
| [[Number]]
|-
| '''Insignia'''
| Identity
| Left shoulder insignia. Right shoulder insignia is reserved for a squad logo and cannot be changed by the scenario.
| <small><tt>unitInsignia</tt></small>
| [[String]]
|-
| '''Probability of Presence'''
| Presence
| Probability of presence evaluated at the scenario start. When it fails, the object is not created at all.
| <small><tt>presence</tt></small>
| [[Number]]
|-
| '''Condition of Presence'''
| Presence
| Condition of presence evaluated at the scenario start, must return boolean expression. When false, the object is not created at all.
| <small><tt>presenceCondition</tt></small>
| [[String]]
|-
| '''Equipment Storage'''
| Equipment Storage
|
| <small><tt>ammoBox</tt></small>
| [[String]]
|-
| '''Data Link Send'''
| Electronics & Sensors
| Vehicle will broadcast targets tracked by its sensors to any other unit on the same side with Data Link enabled.
| <small><tt>ReportRemoteTargets</tt></small>
| [[Bool]]
|-
| '''Data Link Receive'''
| Electronics & Sensors
| Vehicle will receive targeting and positional data from any other broadcasting vehicle on the same side.
| <small><tt>ReceiveRemoteTargets</tt></small>
| [[Bool]]
|-
| '''Data Link Position'''
| Electronics & Sensors
| Vehicle will broadcast its own position to any other unit on the same side with Data Link enabled.
| <small><tt>ReportOwnPosition</tt></small>
| [[Bool]]
|-
| '''Emission Control'''
| Electronics & Sensors
| Radar EMCON rules for the AI
Available options:
* '''Default''' - AI will use the Radar when in Aware or Combat behavior.
* '''Active''' - AI will keep the Radar active and emitting at all times
* '''Off''' - AI will keep Radar silent at all times


| <small><tt>RadarUsageAI</tt></small>
Allocator: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Dll\tbb4malloc_bi_x64.dll [2017.0.0.0] [2017.0.0.0]
| [[String]]
PhysMem: 24 GiB, VirtMem : 131072 GiB, AvailPhys : 18 GiB, AvailVirt : 131068 GiB, AvailPage : 19 GiB
|}
=====================================================================


<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
10:35:03 Detected number of DLCs: 26
{| class="wikitable sortable"
10:35:03 DLC index:3 - unable to get DLC data
! colspan="3" | <big>Info</big>
10:35:03 DLC index:23 - unable to get DLC data
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
10:35:03 DLC index:24 - unable to get DLC data
|-
10:35:03 DLC index:25 - unable to get DLC data
! Name
10:35:03 ---------------------------------------------------------- Game ----------------------------------------------------------
! Category
10:35:03                                                                name      appId  owned  installed  available  isDlc
! class="unsortable" | Description
10:35:03                                                              Arma 3    107410    yes        yes        yes      no
! Property
10:35:03                                                            Unknown        -1      no        no        no    yes
! Type
10:35:03 ---------------------------------------------------------- Dlcs ----------------------------------------------------------
|}
10:35:03  index                                                        name      appId  owned  installed  available  isDlc
10:35:03      0                              Arma 3 Alpha Lite - expires now    228800      no        no        no    yes
10:35:03      1                                                Arma 3 Server    233780    yes        yes        no    yes
10:35:03      2                                                Arma 3 Tools    233800    yes        yes        no    yes
10:35:03      4                                            Arma 3 Soundtrack    249860    yes        yes        no    yes
10:35:03      5                                                  Arma 3 Maps    249861      no        no        no    yes
10:35:03      6                                        Arma 3 Tactical Guide    249862      no        no        no    yes
10:35:03      7                                                  Arma 3 Zeus    275700    yes        yes        yes    yes
10:35:03      8                                                Arma 3 Karts    288520    yes        yes        yes    yes
10:35:03      9                                          Arma 3 Helicopters    304380    yes        yes        yes    yes
10:35:03    10                                          Arma 3 DLC Bundle 1    304400    yes        yes        no    yes
10:35:03    11                                              Arma 3 Marksmen    332350    yes        yes        yes    yes
10:35:03    12                                              Arma 3 Samples    390500    yes        yes        no    yes
10:35:03    13                                                  Arma 3 Apex    395180    yes        yes        yes    yes
10:35:03    14                                          Arma 3 Laws of War    571710    yes        yes        yes    yes
10:35:03    15                                                  Arma 3 Jets    601670    yes        yes        yes    yes
10:35:03    16                                          Arma 3 DLC Bundle 2     612480    yes        yes        no    yes
10:35:03    17                                                Arma 3 Malden    639600    yes        yes        yes    yes
10:35:03    18                                  Arma 3 Tac-Ops Mission Pack    744950    yes        yes        yes    yes
10:35:03    19                                                Arma 3 Tanks    798390    yes        yes        yes    yes
10:35:03    20                                              Arma 3 Contact    1021790    yes        yes        yes    yes
10:35:03    21  Arma 3 Creator DLC: Global Mobilization - Cold War Germany    1042220    yes        yes        yes    yes
10:35:03    22                                    Arma 3 - Prague Content 2    1175380    yes        yes        no    yes
10:35:03 --------------------------------------------------------------------------------------------------------------------------
</syntaxhighlight>


<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
=== Common Errors and Warnings ===
{| class="wikitable sortable"
{| class="wikitable sortable"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
| '''Variable Name'''
| Init
| Unique system name. Can contain only letters, numbers and underscore. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables.
| <small><tt>name</tt></small>
| [[String]]
|-
| '''Text'''
| Init
| Trigger description. Players can see it in the radio menu when its activation is set to 'Radio'. Also visible in tooltip when hovering over the trigger in the editor.
| <small><tt>text</tt></small>
| [[String]]
|-
| '''Position'''
| Transformation
| World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain.
| <small><tt>position</tt></small>
| [[Position3D]]
|-
| '''Rotation'''
| Transformation
| Local rotation in degrees. X is pitch, Y is roll and Z is yaw.
| <small><tt>rotation</tt></small>
| [[Number]]
|-
| '''Size'''
| Transformation
| Area size in meters.
| <small><tt>size2</tt></small>
| [[Array]]
|-
|-
| '''Size'''
! Message (Exact message can vary) !! Explanation !! Significance !! Recommended Action
| Transformation
| Area size in meters.
| <small><tt>size3</tt></small>
| [[Array]]
|-
|-
| '''Shape'''
| ''Warning Message: Picture iconmanleader not found'' |
| Transformation
| An image or icon was not found
| Area shape.
| style="background-color:green;" |
Available options:
| none
* '''Ellipse'''
* '''Rectangle'''


| <small><tt>IsRectangle</tt></small>
| [[Bool]]
|-
|-
| '''Type'''
| ''Updating base class RscShortcutButton->RscButton...'' || Caused by inheriting from wrong config while modifiying an existing base class. Can also be caused by {{arma3}}
| Activation
| style="background-color:red;" |
| Trigger type, determines special behavior upon activation.
| Issue should be fixed if caused by a mod.
Available options:
* '''None''' - No other effects except of those defined by 'On Activation' expression.
* '''Guarded by BLUFOR, Guarded by OPFOR, Guarded by Independent''' - The trigger position becomes a point to be guarded by the given side. Groups with a 'Guard' waypoint will protect all guard points in the scenario, prioritizing them by the distance and order in which they were placed (the first placed is the most important).
* '''Skip Waypoint''' - Meant to work with a waypoint linked to the trigger using the 'Set Waypoint Activation' connection. Once activated, the trigger will force the waypoint to skip. Particularly useful for 'Hold' or 'Guard' waypoint types, which do not complete automatically.
* '''End #1, End #2, End #3, End #4, End #5, End #6''' - Complete the scenario successfully.
* '''Lose''' - Fail the scenario.


| <small><tt>TriggerType</tt></small>
| [[String]]
|-
|-
| '''Activation'''
| ''Cannot delete class B_KickOff, it is referenced somewhere (used as a base class probably).'' || Attempt to delete a class failed.
| Activation
| style="background-color:red;" |
| What or who can activate the trigger. Some options further depend on 'Activation Condition'.
| Issue should be fixed if caused by a mod.
Available options:
* '''None''' - No default activation, only a custom condition expression can activate the trigger.
* '''Any Player''' - Activated when any player of the given side satisfies the 'Activation Condition'.
* '''Anybody''' - Activated when any object satisfies the 'Activation Condition'.
* '''BLUFOR, OPFOR, Independent, Civilian, Game Logic''' - Activated when any object of the given side satisfies the 'Activation Condition'.
* '''Seized by BLUFOR, Seized by OPFOR, Seized by Independent''' - Activated when the given side is in control of the area. Strength matters, which means one tank can be in control of an area while ten enemy infantrymen are still present.
* '''Radio Alpha, Radio Bravo, Radio Charlie, Radio Delta, Radio Echo, Radio Foxtrot, Radio Golf, Radio Hotel, Radio India, Radio Juliet''' - Activated by a player using a radio command (accessible for the player by pressing 0-0 on a standard keyboard). The trigger 'Text' will be used as the command title.


| <small><tt>ActivationBy</tt></small>
| [[String]]
|-
|-
| '''Activation'''
| ''SimulWeather - Cloud Renderer - noise texture file is not specified!'' ||  |
| Activation
| style="background-color:gray"  |
| What or who can activate the trigger. Some options further depend on 'Activation Type'. The available options are specific to the connected trigger owner.
| Can be ignored.
Available options:
* '''Owner Only''' - Activated when the connected trigger owner (or its vehicle, if the owner is a crew member) satisfies the 'Activation Condition'.
* '''Whole Group''' - Activated when all the owner's group members satisfy the 'Activation Condition'.
* '''Group Leader''' - Activated when leader of the owner's group satisfies the 'Activation Condition'.
* '''Any Group Member''' - Activated when anyone from the owner's group satisfies the 'Activation Condition'.


| <small><tt>activationByOwner</tt></small>
| [[String]]
|-
|-
| '''Activation Type'''
| ''Warning: looped for animation: a3\anims_f_epa\data\anim\sdr\cts\hubcleaned\briefing\hubbriefing_loop.rtm differs (looped now 0)! MoveName: hubbriefing_ext'' ||
| Activation
| style="background-color:red" |
| Condition of the 'Activation' attribute.
| Issue should be fixed if caused by a mod.
Available options:
* '''Present''' - Activated when objects are in the area.
* '''Not Present''' - Activated when objects are not in the area.
* '''Detected by BLUFOR, Detected by OPFOR, Detected by Independent, Detected by Civilian''' - Activated when objects are in the area and are discovered by the given side.


| <small><tt>activationType</tt></small>
| [[String]]
|-
| '''Repeatable'''
| Activation
| Repetition rules. When enabled, the trigger can be activated again once deactivated.
| <small><tt>repeatable</tt></small>
| [[Bool]]
|-
| '''Server Only'''
| Activation
| When enabled, the trigger will be evaluated only on server.
| <small><tt>isServerOnly</tt></small>
| [[Bool]]
|-
| '''Condition'''
| Expression
| Repeatedly calculated condition, must return boolean expression. When true, the trigger will be activated.
Passed variables are:
* this - boolean value of activation condition
* thisList - list of all objects in trigger area, based on 'Activation'
* thisTrigger - trigger object
| <small><tt>condition</tt></small>
| [[String]]
|-
|-
| '''On Activation'''
| ''a3\characters_f\proxies\flag.p3d: No geometry and no visual shape'' || |
| Expression
| style="background-color:green;" |
| Expression executed once the trigger is activated.
| none
Passed variables are:
* thisList - list of all objects in trigger area, based on 'Activation'
* thisTrigger - trigger object
| <small><tt>onActivation</tt></small>
| [[String]]
|-
| '''On Deactivation'''
| Expression
| Expression executed once the trigger is deactivated.
Passed variables are:
* thisTrigger - trigger object
| <small><tt>onDeactivation</tt></small>
| [[String]]
|-
| '''Timer Type'''
| Timer
| Type of activation timer.
Available options:
* '''Countdown''' - Once the conditions are met, the trigger will activate after the specified amount of time has elapsed.
* '''Timeout''' - The trigger's conditions must be satisfied for the specified duration for the trigger to be activated.


| <small><tt>interuptable</tt></small>
| [[Bool]]
|-
|-
| '''Timer Values'''
| ''B_LSV_01_unarmed_F: mainturret - unknown animation source mainturret'' || |
| Timer
| style="background-color:green;" |
| Timer values in seconds, selected randomly in a range from Min to Max, gravitating towards Mid.
| none
| <small><tt>timeout</tt></small>
| [[Array]] in format [min, mid, max]
|-
| '''Effect Condition'''
| Effects
| Condition for effects to be played, must return boolean expression.
| <small><tt>effectCondition</tt></small>
| [[String]]
|-
| '''Sound'''
| Effects
| Sound played upon activation.
| <small><tt>sound</tt></small>
| [[String]]
|-
| '''Voice'''
| Effects
| Sound spoken by the first unit which activated the trigger.
| <small><tt>voice</tt></small>
| [[String]]
|-
| '''Environment'''
| Effects
| Environment sounds played upon activation.
| <small><tt>soundEnvironment</tt></small>
| [[String]]
|-
| '''SFX'''
| Effects
| Sound effect played by the trigger upon activation. Repeats as long as the trigger is active.
| <small><tt>soundTrigger</tt></small>
| [[String]]
|-
| '''Music'''
| Effects
| Music played upon activation. Replaces previously playing music track.
| <small><tt>music</tt></small>
| [[String]]
|-
| '''UI Overlay'''
| Effects
| User interface overlay shown upon activation.
| <small><tt>title</tt></small>
| [[String]]
|}


<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
| '''Type'''
| Type
| Waypoint type defines what the group will do when the waypoint becomes active, and the condition when it becomes completed. Applies mainly to AI-led groups, as players will not be prompted to perform any specific actions, even though the waypoint completion condition is the same.
Some waypoints have special attributes, which are only available the next time you access the attribute window.
| <small><tt>itemClass</tt></small>
| [[String]]
|-
| '''Description'''
| Init
| Text visible for the player next to the waypoint icon in the scene.
| <small><tt>description</tt></small>
| [[String]]
|-
|-
| '''Order'''
| ''No face for B Alpha 1-4:1''<br>''No speaker given for 'Sotiris Zenon''' || |
| Init
| style="background-color:green;" |
| Order in which waypoints follow. When changing order, the waypoint will take position of the selected one, pushing all other further down.
| none
| <small><tt>order</tt></small>
|
|-
| '''Identified'''
| Init
| System name of the waypoint, used for identification in scripts.
| <small><tt>name</tt></small>
| [[String]]
|-
| '''Position'''
| Transformation
| World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain.
| <small><tt>position</tt></small>
| [[Position3D]]
|-
| '''Placement Radius'''
| Transformation
| Placement radius in meters. The entity will start at a random position within the radius.
| <small><tt>placementRadius</tt></small>
| [[Number]]
|-
| '''Completion Radius'''
| Transformation
| Distance in meters in which a group member has to be in order for the waypoint to be considered completed.
| <small><tt>completionRadius</tt></small>
| [[Number]]
|-
| '''Combat Mode'''
| State
| Controls how and when the group will choose to engage enemy targets.
Available options:
* '''Unchanged''' - No change compared to the previous state.
* '''Forced Hold Fire''' - The group will never fire under any circumstances.
* '''Do Not Fire Unless Fired Upon, Keep Formation''' - Group members will hold fire unless directly threatened.
* '''Do Not Fire Unless Fired Upon''' - Group members will move into positions from which they can shoot at the enemy, but will hold fire unless directly threatened.
* '''Open Fire, Keep Formation''' - Default combat mode. Group members will fire upon any target in range, while staying in formation. The group leader may order individual members to engage specific targets.
* '''Open Fire''' - Group members will fire at any suitable target in range, leaving the formation to find a suitable shooting position.


| <small><tt>combatMode</tt></small>
| [[String]]
|-
|-
| '''Behavior'''
| ''Strange convex component08 in a3\weapons_f_enoch\rifles\msbs\msbs65_ubs_f.p3d:geometryView'' ||  |
| State
| style="background-color:green;" |
| Behavior pattern of the group.
| none
Available options:
* '''Unchanged''' - No change compared to the previous state.
* '''Careless''' - The same as 'Safe', except that it will not be switched automatically after spotting a threat. Use with caution, player may perceive AIs in this behavior as defective.
* '''Safe''' - Non-combat behavior. Characters have weapons lowered. Vehicles follow roads and use lights. They automatically switch to 'Aware' upon spotting a threat.
* '''Aware''' - Default behavior. Characters are in ready position. Vehicles prefer roads, do not use lights and their passengers will disembark to counter threats.
* '''Combat''' - Firefight behavior. Characters break formation and take cover. Vehicles ignore roads and do not use lights.
* '''Stealth''' - Characters break formation and move cautiously, preferring cover and going prone. Vehicles prefer roads, but do not use lights.


| <small><tt>behaviour</tt></small>
| [[String]]
|-
|-
| '''Formation'''
| ''hidebullet_001 - unknown animation source codrivermuzzle_revolving'' ||  |
| State
| style="background-color:green;" |
| Default group formation. Based on the combat mode, group members may ignore the formation in 'Combat' and 'Stealth' modes.
| none
Available options:
* '''Unchanged'''
* '''Wedge'''
* '''Vee'''
* '''Line'''
* '''Column'''
* '''File'''
* '''Staggered Col.'''
* '''Echelon L.'''
* '''Echelon R.'''
* '''Diamond'''


| <small><tt>formation</tt></small>
| [[String]]
|-
|-
| '''SpeedMode'''
| ''Trying to create an invalid center EMPTY'' ||  |
| State
| style="background-color:green;" |
| Default travel speed of the group. In Combat and Stealth behavior modes, group members will try to prioritize this setting.
| none
Available options:
* '''Unchanged'''
* '''Limited'''
* '''Normal'''
* '''Full'''


| <small><tt>speedMode</tt></small>
| [[String]]
|-
| '''Condition'''
| Expression
| Repeatedly calculated condition, must return boolean expression. When the waypoint type conditions are met and this expression returns true, the waypoint is completed.
Passed variables are:
* this - group leader
* thisList - array with all group members
| <small><tt>condition</tt></small>
| [[String]]
|-
| '''On Activation'''
| Expression
| Expression called when the waypoint is completed.
Passed variables are:
* this - group leader
* thisList - array with all group members
| <small><tt>onActivation</tt></small>
| [[String]]
|-
| '''Script'''
| Expression
| Script executed when 'SCRIPTED' waypoint type is selected. The waypoint will be completed once the script is finished.
| <small><tt>script</tt></small>
| [[String]]
|-
| '''Map Visibility'''
| Visibility
| Make the waypoint visible for the player on the map.
| <small><tt>show2D</tt></small>
| [[Bool]]
|-
| '''Scene Visibility'''
| Visibility
| Make the waypoint visible for the player in the scene.
| <small><tt>show3D</tt></small>
| [[Bool]]
|-
| '''Timer Values'''
| Timer
| Time in seconds passed between when the waypoint would be considered complete and when it actually completes. Selected randomly in a range from Min to Max, gravitating towards Mid.
| <small><tt>timeout</tt></small>
| [[Array]] in format [min, mid, max]
|-
| '''Effect Condition'''
| Effects
| Condition for effects to be played, must return boolean expression.
| <small><tt>effectCondition</tt></small>
| [[String]]
|-
|-
| '''Sound'''
| ''ModParams - Undefined or empty mod directory'' || [[modParams]] command was unable to find the specified mod directory
| Effects
| style="background-color:green;" |
| Sound played upon activation.
| none
| <small><tt>sound</tt></small>
| [[String]]
|-
| '''Voice'''
| Effects
| Sound spoken by the first unit which activated the trigger.
| <small><tt>voice</tt></small>
| [[String]]
|-
| '''Environment'''
| Effects
| Environment sounds played upon activation.
| <small><tt>soundEnvironment</tt></small>
| [[String]]
|-
| '''Music'''
| Effects
| Music played upon activation. Replaces previously playing music track.
| <small><tt>music</tt></small>
| [[String]]
|-
| '''UI Overlay'''
| Effects
| User interface overlay shown upon activation.
| <small><tt>title</tt></small>
| [[String]]
|}


<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
|-
! Name
| ''Unit is not in cargo'' ||
! Category
| style="background-color:green;" |
! class="unsortable" | Description
| none
! Property
! Type
|}


<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
| '''Type'''
| Type
| Icon texture.
| <small><tt>itemClass</tt></small>
| [[String]]
|-
| '''Variable Name'''
| Init
| Unique system name. Can contain any characters. The name is not case sensitive, so 'someName' and 'SOMENAME' are treated as the same variables.
| <small><tt>markerName</tt></small>
| [[String]]
|-
| '''Text'''
| Init
| Text displayed right from the marker.
| <small><tt>text</tt></small>
| [[String]]
|-
| '''Position'''
| Transformation
| World coordinates in meters. X goes from West to East and Y from South to North.
| <small><tt>position</tt></small>
| [[Position3D]]
|-
| '''Size'''
| Transformation
| Area size in meters.
| <small><tt>size2</tt></small>
| [[Array]]
|-
| '''Rotation'''
| Transformation
| Local rotation in degrees. X is pitch, Y is roll and Z is yaw.
| <small><tt>rotation</tt></small>
| [[Number]]
|-
|-
| '''Shape'''
| ''Deinitialized shape [Class: "C_Soldier_VR_F"; Shape: "a3\characters_f_bootcamp\common\vr_soldier_f.p3d";]'' ||
| Style
| style="background-color:green;" |
| Area shape.
| none
Available options:
* '''Rectangle'''
* '''Ellipse'''


| <small><tt>markerType</tt></small>
| [[String]]
|-
|-
| '''Brush'''
| ''Error: entity [ProxyFlag_Auto] still has its shape, ref_count=2'' ||  
| Style
| style="background-color:green;" |
| Area fill texture.
| none
| <small><tt>brush</tt></small>
| [[String]]
|-
| '''Color'''
| Style
| Marker color. 'Default' is based on the selected marker type.
| <small><tt>baseColor</tt></small>
| [[Array]]
|-
| '''Alpha'''
| Style
| Transparency. When the icon marker has a shadow, it will be visible behind the transparent icon.
| <small><tt>alpha</tt></small>
| [[Number]]
|}


<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
|-
! Name
| ''"Some path": Missing ';' at the end of line'' ||  
! Category
| style="background-color:orange;" |
! class="unsortable" | Description
| Issue should be fixed
! Property
|}
! Type
|-
| '''Title'''
| Presentation
| Scenario name. Appears in the scenarios menu, multiplayer lobby and loading screens. Use @STR_ prefix to link to localization keys.
| <small><tt>IntelBriefingName</tt></small>
| [[String]]
|-
| '''Author'''
| Presentation
| Scenario author. Appears in the scenarios menu and in loading screens.
| <small><tt>Author</tt></small>
| [[String]]
|-
| '''Picture'''
| Overview
| Path to overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in loading screen instead.
| <small><tt>OverviewPicture</tt></small>
| [[String]]
|-
| '''Text'''
| Overview
| Short overview text visible in the scenarios menu. When no loading screen text is defined, this will be used in loading screens instead. Use @STR_ prefix to link to localization keys.
| <small><tt>OverviewText</tt></small>
| [[String]]
|-
| '''DLC'''
| Overview
| When set, the overview image will be overlaid with a DLC frame indicating the scenario belongs to the DLC.
| <small><tt>AppId</tt></small>
| [[Number]]
|-
| '''Require DLC'''
| Overview
| Sets if the DLC is required. When checked, the player will not be able to play the scenario if the DLC is not owned.
| <small><tt>AssetType</tt></small>
| [[String]]
|-
| '''Picture'''
| Overview (Locked)
| Path to the overview picture visible in the scenarios menu. When no loading screen picture is defined, this will be used in the loading screen instead.
| <small><tt>OverviewPictureLocked</tt></small>
| [[String]]
|-
| '''Text'''
| Overview (Locked)
| Short overview text visible in the scenarios menu when the scenario is locked (see 'Unlock' category for more details). Use @STR_ prefix to link to localization keys.
| <small><tt>OverviewTextLocked</tt></small>
| [[String]]
|-
| '''Picture'''
| Loading Screen
| Path to the picture visible in the loading screens before and during the scenario.
| <small><tt>LoadScreen</tt></small>
| [[String]]
|-
| '''Text'''
| Loading Screen
| Short text visible in loading screens before and during the scenario. Use @STR_ prefix to link to localization keys.
| <small><tt>OnLoadMission</tt></small>
| [[String]]
|-
| '''Show Briefing'''
| States
| When disabled, the scenario will start automatically after the loading, without showing the briefing. Valid only for singleplayer scenarios.
| <small><tt>Briefing</tt></small>
| [[Bool]]
|-
| '''Show Debriefing'''
| States
| When disabled, the debriefing screen will not be shown when the scenario is completed.
| <small><tt>Debriefing</tt></small>
| [[Bool]]
|-
| '''Enable Saving'''
| States
| When disabled, the 'SAVE' option in the pause menu will be disabled and scripted autosaves will not do anything.
| <small><tt>Saving</tt></small>
| [[Bool]]
|-
| '''Show Map'''
| States
| When disabled, a black screen is shown instead of the map. Tasks, notes and other information will remain accessible. Can also be achieved by removing the map from the player's inventory.
| <small><tt>ShowMap</tt></small>
| [[Bool]]
|-
| '''Show Compass'''
| States
| When disabled, the compass will not be available either on the map, or in the scene after pressing the 'Compass' key. Can also be achieved by removing the compass from the player's inventory.
| <small><tt>ShowCompass</tt></small>
| [[Bool]]
|-
| '''Show Watch'''
| States
| When disabled, the watch will not be available in the scene after pressing the 'Watch' key. Can also be achieved by removing the watch from the player's inventory.
| <small><tt>ShowWatch</tt></small>
| [[Bool]]
|-
| '''Show GPS'''
| States
| When disabled, the GPS minimap will not be available in the scene after pressing the 'GPS' key. Can also be achieved by removing the GPS from the player's inventory.
| <small><tt>ShowGPS</tt></small>
| [[Bool]]
|-
| '''Show HUD'''
| States
| When disabled, on-screen information such as weapon information or the command menu will be hidden.
| <small><tt>ShowHUD</tt></small>
| [[Bool]]
|-
| '''Show UAV Feed'''
| States
| When disabled, the UAV feed will not be available in the scene after pressing the 'AV Camera' key.
| <small><tt>ShowUAVFeed</tt></small>
| [[Bool]]
|-
| '''Advanced Flight Model'''
| States
| When enabled, all player controlled helicopters will use the advanced flight model.
| <small><tt>ForceRotorLibSimulation</tt></small>
| [[Bool]]
|-
| '''Debug Console'''
| States
| Determines debug console availability
Available options:
* '''Available only in editor'''
* '''Available for the host or logged-in admin'''
* '''Available for everyone'''


| <small><tt>EnableDebugConsole</tt></small>
'''Key'''
| [[Number]]
{| class="wikitable"
|-
|-
| '''Unlocked Keys'''
! '''Significance'''
| Unlock
! | Low
| Keys needed to mark the scenario as completed in the scenarios menu. Can be multiple words divided by a semicolon. Key can be activated using 'activateKey' scripting command. Does not affect the multiplayer and campaign scenarios, and the scenarios downloaded from Steam.
! | Medium
| <small><tt>DoneKeys</tt></small>
! | High
| [[Array]]
! | Ignore
|-
|-
| '''Required Keys'''
| '''Description'''
| Unlock
| No action needed
| Keys required for mission to be available for playing from the scenarios menu. Can be multiple words divided by a semicolon. Does not affect the multiplayer and campaign scenarios.
| It's recomended to find the source of this issue and fix it
| <small><tt>Keys</tt></small>
| Cause of the message needs to be found and issue needs to be fixed
| [[Array]]
| A false error. No action required
|-
|-
| '''Required Keys Limit'''
| '''Color'''
| Unlock
| style="background-color:green" |
| The number of required keys to be active for the mission to be unlocked.
| style="background-color:orange;" |
| <small><tt>KeysLimit</tt></small>
| style="background-color:red;" |
| [[Number]]
| style="background-color:gray;" |
|-
| '''Init'''
| Init
| Expression called upon at start. In multiplayer, it is called on every machine and for each player who joins in the progress. The variable 'this' refers to the affected object.
| <small><tt>Init</tt></small>
| [[String]]
|-
| '''Independents Allegiance'''
| Misc
| Sets who the Independent side will be friendly to. The value is shared across all scenario phases.
| <small><tt>IntelIndepAllegiance</tt></small>
| [[Array]] in format [west:[[Number]],east:[[Number]]]
|-
| '''Binarize the Scenario File'''
| Misc
| When true, the *.sqm file will be binarized. The process saves loading time, but makes the file uneditable in a text editor.
| <small><tt>SaveBinarized</tt></small>
| [[Bool]]
|}
 
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
| '''Date'''
| Date
| Starting date.
| <small><tt>IntelDate</tt></small>
| [[Array]] in format [year, month, day]
|-
| '''Time'''
| Date
| Starting time of the day. Please note that the sunrise and sunset times are influenced by the date (e.g., days are shorter in winter) and the longitude and latitude of the terrain.
| <small><tt>IntelTime</tt></small>
| [[Number]]
|-
| '''Time of Changes'''
| Weather Forecast
| Delay until all forecasted weather values take effect.
| <small><tt>IntelTimeOfChanges</tt></small>
| [[Number]]
|-
| '''Overcast Start'''
| Overcast
| Initial cloud cover. Unless set manually, this value also affects rain, lightning, waves, wind and gusts values.
| <small><tt>IntelWeatherStart</tt></small>
| [[Number]]
|-
| '''Overcast Forecast'''
| Overcast
| Forecasted cloud cover.
| <small><tt>IntelWeatherForecast</tt></small>
| [[Number]]
|-
| '''Fog Start'''
| Fog
| Initial fog. Strength affects not only how far player can see, but also limits the sight of AI entities.
| <small><tt>IntelFogStart</tt></small>
| [[Number]]
|-
| '''Fog Forecast'''
| Fog
| Forecasted fog.
| <small><tt>IntelFogForecast</tt></small>
| [[Number]]
|-
| '''Manual Override'''
| Rain
| Enables manual settings in this category. When disabled, the engine will calculate the values automatically.
| <small><tt>IntelRainIsForced</tt></small>
| [[Bool]]
|-
| '''Rain Start'''
| Rain
| Initial rain strength. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny.
| <small><tt>IntelRainStart</tt></small>
| [[Number]]
|-
| '''Rain Forecast'''
| Rain
| Forecasted rain strength.
| <small><tt>IntelRainForecast</tt></small>
| [[Number]]
|-
| '''Manual Override'''
| Lightnings
| Enables manual settings in this category. When disabled, the engine will calculate the values automatically.
| <small><tt>IntelLightningIsForced</tt></small>
| [[Bool]]
|-
| '''Lightnings Start'''
| Lightnings
| Initial frequency of lightning. Applied only when the cloud cover is already bad, i.e., a high value is ignored when the weather is sunny.
| <small><tt>IntelLightningStart</tt></small>
| [[Number]]
|-
| '''Lightnings Forecast'''
| Lightnings
| Forecasted frequency of lightning.
| <small><tt>IntelLightningForecast</tt></small>
| [[Number]]
|-
| '''Manual Override'''
| Waves
| Enables manual settings in this category. When disabled, the engine will calculate the values automatically.
| <small><tt>IntelWavesIsForced</tt></small>
| [[Bool]]
|-
| '''Waves Start'''
| Waves
| Initial waves size. Applied independently of cloud cover settings.
| <small><tt>IntelWavesStart</tt></small>
| [[Number]]
|-
| '''Waves Forecast'''
| Waves
| Forecasted waves size.
| <small><tt>IntelWavesForecast</tt></small>
| [[Number]]
|-
| '''Manual Override'''
| Wind
| Enables manual settings in this category. When disabled, the engine will calculate the values automatically.
| <small><tt>IntelWindIsForced</tt></small>
| [[Bool]]
|-
| '''Wind Start'''
| Wind
| Initial wind strength. Together with wind direction, it influences how clouds, smoke, vegetation or flags are moving.
| <small><tt>IntelWindStart</tt></small>
| [[Number]]
|-
| '''Wind Forecast'''
| Wind
| Forecasted wind strength.
| <small><tt>IntelWindForecast</tt></small>
| [[Number]]
|-
| '''Gusts Start'''
| Wind
| Initial gusts strength. Gusts are randomly changing wind direction. The worse the cloud cover, the stronger and more frequent the changes.
| <small><tt>IntelWindGustStart</tt></small>
| [[Number]]
|-
| '''Gusts Forecast'''
| Wind
| Forecasted gusts value.
| <small><tt>IntelWindGustForecast</tt></small>
| [[Number]]
|-
| '''Direction Start'''
| Wind
| Initial wind direction.
| <small><tt>IntelWindDirectionStart</tt></small>
| [[Number]]
|-
| '''Direction Forecast'''
| Wind
| Forecasted wind direction.
| <small><tt>IntelWindDirectionForecast</tt></small>
| [[Number]]
|}
 
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
| '''Game Type'''
| Type
| Scenario type shown in the server browser and in the loading screen.
| <small><tt>GameType</tt></small>
| [[String]]
|-
| '''Min Players'''
| Type
| Minimum number of required players.
| <small><tt>MinPlayers</tt></small>
| [[Number]]
|-
| '''Max Players'''
| Type
| Minimum number of allowed players.
| <small><tt>MaxPlayers</tt></small>
| [[Number]]
|-
| '''Summary'''
| Lobby
| Short summary shown in the scenario lobby.
| <small><tt>IntelOverviewText</tt></small>
| [[Text]]
|-
| '''Enable AI'''
| Lobby
| When AI is enabled, all playable characters are created at the scenario start, controlled by AI. Upon joining, a player takes control of an existing character.
When AI is disabled, a new character is created for each connecting player.
Server host can disable AI even when it is allowed by default.
| <small><tt>DisabledAI</tt></small>
| [[Bool]]
|-
| '''Auto Assign Slots'''
| Lobby
| When enabled, arriving players will be first assigned to the side with the lowest number of players. Valid only for scenarios with multiple playable sides involved.
| <small><tt>JoinUnassigned</tt></small>
| [[Bool]]
|-
| '''Respawn'''
| Respawn
| Character respawn type. Defines what happens to players and playable characters after they die in multiplayer scenarios. Has no effect in singleplayer scenarios.
Available options:
* '''Disabled''' - No respawn.
* '''Respawn on Custom Position''' - Respawn on a position defined by the marker with a specific prefix in the name. When multiple ones are available, a random one is selected.
:* respawn - position available for all sides
:* respawn_west - BLUFOR respawn
:* respawn_east - OPFOR respawn
:* respawn_guerrila - Independent respawn
:* respawn_civilian - Civilian respawn
:Because these are prefixes, anything can follow them, e.g., respawn_1, respawn_west_base, etc.
* '''Respawn on Position of Death''' - Respawn where killed, even if the dead body moved.
* '''Switch to Group Member''' - Take control of the next available group member. When none are left, 'Switch to Spectator' respawn is used instead.
* '''Switch to Side Member''' - Pick a character on the same side to take control of. When none are left, 'Switch to Spectator' respawn is used instead.
* '''Switch to Spectator''' - Spectate the scenario without being directly involved.
 
| <small><tt>Respawn</tt></small>
| [[Number]]
|-
| '''Rulesets'''
| Respawn
| Specific respawn rulesets based on currently selected 'Respawn'.
| <small><tt>RespawnTemplates</tt></small>
| [[Array]]
|-
| '''Respawn Delay'''
| Respawn
| Time in seconds after which players respawn.
| <small><tt>RespawnDelay</tt></small>
| [[Number]]
|-
| '''Vehicle Respawn Delay'''
| Respawn
| Time in seconds after which vehicles respawn.
| <small><tt>RespawnVehicleDelay</tt></small>
| [[Number]]
|-
| '''Show Scoreboard'''
| Respawn
| When enabled, the scoreboard is shown while waiting for respawn. May be subdued by some respawn rulesets.
| <small><tt>RespawnDialog</tt></small>
| [[Bool]]
|-
| '''Allow Manual Respawn'''
| Respawn
| When enabled, players will have the option to manually respawn in the pause menu.
| <small><tt>RespawnButton</tt></small>
| [[Bool]]
|-
| '''Enable Team Switch'''
| Respawn
| When enabled, players will be able to manually switch to any other playable character in the scenario not controlled by another player.
| <small><tt>EnableTeamSwitch</tt></small>
| [[Bool]]
|-
| '''Allow AI Score'''
| Respawn
| When enabled, the score of playable characters controlled by AI will appear on the scoreboard.
| <small><tt>AIKills</tt></small>
| [[Bool]]
|-
| '''Shared Objectives'''
| Tasks
| Sets if tasks assigned to friendlies are visualized to player and who can assign/unassign tasks.
Available options:
* '''Disabled''' - Tasks assigned by friendlies are not marked.
* '''Enabled''' - Tasks assigned by friendlies are marked to player.
* '''Enabled with Task Propagation''' - Tasks assigned by friendlies are marked to player, but only group leaders can assign and unassign tasks. Task assignment changes are automatically propagated to subordinates.
 
| <small><tt>SharedObjectives</tt></small>
| [[String]]
|-
| '''Revive Mode'''
| Revive
| Controls who can be incapacitated and who can revive others.
Available options:
* '''Disabled''' - Revive is completely disabled. All players will die immediately.
* '''Enabled for all players''' - Revive is enabled for all players.
* '''Controlled by player Attributes''' - Only players with Revive enabled in their Attributes are effected.
 
| <small><tt>ReviveMode</tt></small>
| [[String]]
|-
| '''Required Trait'''
| Revive
| Controls the specialty required to revive others.
Available options:
* '''None''' - Anyone can revive.
* '''Medic''' - Only players with the 'Medic' trait can revive.
 
| <small><tt>ReviveRequiredTrait</tt></small>
| [[String]]
|-
| '''Required Items'''
| Revive
| Controls the item required to revive others.
Available options:
* '''None''' - No special item is required in order to revive.
* '''Medikit''' - The 'Medikit' item is required in order to revive.
* '''First Aid Kit / Medikit''' - 'Medikit' or 'First Aid Kit' items are required in order to revive.
 
| <small><tt>ReviveRequiredItems</tt></small>
| [[String]]
|-
| '''Revive Duration'''
| Revive
| Controls the time it takes to revive someone.
| <small><tt>ReviveDelay</tt></small>
| [[String]]
|-
| '''Medic Speed Multiplier'''
| Revive
| Controls how much faster a medic revives someone.
| <small><tt>ReviveMedicSpeedMultiplier</tt></small>
| [[String]]
|-
| '''Force Respawn Duration'''
| Revive
| Controls how long it takes to force respawn while incapacitated.
| <small><tt>ReviveForceRespawnDelay</tt></small>
| [[String]]
|-
| '''Incapacitation Mode'''
| Revive
| Controls the level of simulation involved in triggering incapacitation.
Available options:
* '''Basic''' - Players will always enter the incapacitated state.
* '''Advanced''' - Extensive wounds will kill players instantly.
 
| <small><tt>ReviveUnconsciousStateMode</tt></small>
| [[String]]
|-
| '''Bleed Out Duration'''
| Revive
| Controls how long it takes an incapacitated unit to bleed out.
| <small><tt>ReviveBleedOutDelay</tt></small>
| [[String]]
|}
 
<!-- Exported from the game by BIS_fnc_3DENExportAttributes. Manual edits may be replaced by future exports. -->
{| class="wikitable sortable"
! colspan="3" | <big>Info</big>
! colspan="2" | <big>[[Eden Editor: Setting Attributes|Development]]</big>
|-
! Name
! Category
! class="unsortable" | Description
! Property
! Type
|-
| '''Minimum distance'''
| Garbage Collection
| The minimum distance from any player. Set the value to 0 to remove the min. distance.
| <small><tt>MinPlayerDistance</tt></small>
| [[Number]]
|-
| '''Character Corpses'''
| Garbage Collection
|
| <small><tt>AttributeSystemSubcategory</tt></small>
|
|-
| '''Mode'''
| Garbage Collection
| Garbage collecting mode.
Available options:
* '''None'''
* '''All scenario objects'''
* '''Only objects that can respawn'''
* '''Only objects that cannot respawn'''
 
| <small><tt>CorpseManagerMode</tt></small>
| [[Number]]
|-
| '''Limit'''
| Garbage Collection
| Maximum allowed number of dead bodies in the scenario.
| <small><tt>CorpseLimit</tt></small>
| [[Number]]
|-
| '''Min Delay'''
| Garbage Collection
| Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'.
| <small><tt>CorpseRemovalMinTime</tt></small>
| [[Number]]
|-
| '''Max Delay'''
| Garbage Collection
| Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'.
| <small><tt>CorpseRemovalMaxTime</tt></small>
| [[Number]]
|-
| '''Vehicle Wrecks'''
| Garbage Collection
|
| <small><tt>AttributeSystemSubcategory</tt></small>
|
|-
| '''Mode'''
| Garbage Collection
| Garbage collecting mode.
Available options:
* '''None'''
* '''All scenario objects'''
* '''Only objects that can respawn'''
* '''Only objects that cannot respawn'''
 
| <small><tt>WreckManagerMode</tt></small>
| [[Number]]
|-
| '''Limit'''
| Garbage Collection
| Maximum allowed number of dead bodies in the scenario.
| <small><tt>WreckLimit</tt></small>
| [[Number]]
|-
| '''Min Delay'''
| Garbage Collection
| Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'.
| <small><tt>WreckRemovalMinTime</tt></small>
| [[Number]]
|-
| '''Max Delay'''
| Garbage Collection
| Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'.
| <small><tt>WreckRemovalMaxTime</tt></small>
| [[Number]]
|-
| '''Enable Dynamic Simulation'''
| Dynamic Simulation
| Turns on the 'Dynamic Simulation' system. Only entities and groups with the 'Dynamic Simulation' will be affected.
| <small><tt>DynSimEnabled</tt></small>
|
|-
| '''Activation Distance Settings'''
| Dynamic Simulation
|
| <small><tt>AttributeSystemSubcategory</tt></small>
|
|-
| '''Characters'''
| Dynamic Simulation
|
| <small><tt>DynSimDistGroup</tt></small>
|
|-
| '''Manned Vehicles'''
| Dynamic Simulation
|
| <small><tt>DynSimDistVehicle</tt></small>
|
|-
| '''Props'''
| Dynamic Simulation
|
| <small><tt>DynSimDistProp</tt></small>
|
|-
| '''Empty Vehicles'''
| Dynamic Simulation
|
| <small><tt>DynSimDistEmptyVehicle</tt></small>
|
|-
| '''Activation Distance Modifiers'''
| Dynamic Simulation
|
| <small><tt>AttributeSystemSubcategory</tt></small>
|
|-
| '''Is Moving'''
| Dynamic Simulation
| Multiplies activation distance of non-static entity by set value.
| <small><tt>DynSimMovingCoef</tt></small>
|
|-
| '''Limit by View Distance'''
| Dynamic Simulation
| Limits all activation distances to player's object view distance. Dynamically simulated entities beyond the object view distance will be disabled.
| <small><tt>DynSimSaturateByObjDist</tt></small>
|  
|}
|}

Revision as of 13:37, 6 September 2020


Arma 3 Log File

Location

Log files for Arma 3 can be found in:%userprofile%\AppData\Local\Arma 3

Log File Content Explained

Beginning of the Log File

=====================================================================
== C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Arma3_x64.exe
== "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Arma3_x64.exe" -skipIntro -noSplash -hugePages -showScriptErrors

Original output filename: Arma3Retail_DX11_x64
Exe timestamp: 2020/08/20 01:03:22
Current time:  2020/09/06 10:35:03

Type: Public
Build: Development
Version: 2.01.146606

Allocator: C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Dll\tbb4malloc_bi_x64.dll [2017.0.0.0] [2017.0.0.0]
PhysMem: 24 GiB, VirtMem : 131072 GiB, AvailPhys : 18 GiB, AvailVirt : 131068 GiB, AvailPage : 19 GiB
=====================================================================

10:35:03 Detected number of DLCs: 26
10:35:03 DLC index:3 - unable to get DLC data
10:35:03 DLC index:23 - unable to get DLC data
10:35:03 DLC index:24 - unable to get DLC data
10:35:03 DLC index:25 - unable to get DLC data
10:35:03 ---------------------------------------------------------- Game ----------------------------------------------------------
10:35:03                                                                name      appId   owned  installed  available   isDlc
10:35:03                                                              Arma 3     107410     yes        yes        yes      no
10:35:03                                                             Unknown         -1      no         no         no     yes
10:35:03 ---------------------------------------------------------- Dlcs ----------------------------------------------------------
10:35:03  index                                                         name      appId   owned  installed  available   isDlc
10:35:03      0                              Arma 3 Alpha Lite - expires now     228800      no         no         no     yes
10:35:03      1                                                Arma 3 Server     233780     yes        yes         no     yes
10:35:03      2                                                 Arma 3 Tools     233800     yes        yes         no     yes
10:35:03      4                                            Arma 3 Soundtrack     249860     yes        yes         no     yes
10:35:03      5                                                  Arma 3 Maps     249861      no         no         no     yes
10:35:03      6                                        Arma 3 Tactical Guide     249862      no         no         no     yes
10:35:03      7                                                  Arma 3 Zeus     275700     yes        yes        yes     yes
10:35:03      8                                                 Arma 3 Karts     288520     yes        yes        yes     yes
10:35:03      9                                           Arma 3 Helicopters     304380     yes        yes        yes     yes
10:35:03     10                                          Arma 3 DLC Bundle 1     304400     yes        yes         no     yes
10:35:03     11                                              Arma 3 Marksmen     332350     yes        yes        yes     yes
10:35:03     12                                               Arma 3 Samples     390500     yes        yes         no     yes
10:35:03     13                                                  Arma 3 Apex     395180     yes        yes        yes     yes
10:35:03     14                                           Arma 3 Laws of War     571710     yes        yes        yes     yes
10:35:03     15                                                  Arma 3 Jets     601670     yes        yes        yes     yes
10:35:03     16                                          Arma 3 DLC Bundle 2     612480     yes        yes         no     yes
10:35:03     17                                                Arma 3 Malden     639600     yes        yes        yes     yes
10:35:03     18                                  Arma 3 Tac-Ops Mission Pack     744950     yes        yes        yes     yes
10:35:03     19                                                 Arma 3 Tanks     798390     yes        yes        yes     yes
10:35:03     20                                               Arma 3 Contact    1021790     yes        yes        yes     yes
10:35:03     21   Arma 3 Creator DLC: Global Mobilization - Cold War Germany    1042220     yes        yes        yes     yes
10:35:03     22                                    Arma 3 - Prague Content 2    1175380     yes        yes         no     yes
10:35:03 --------------------------------------------------------------------------------------------------------------------------

Common Errors and Warnings

Message (Exact message can vary) Explanation Significance Recommended Action
An image or icon was not found none
Updating base class RscShortcutButton->RscButton... Caused by inheriting from wrong config while modifiying an existing base class. Can also be caused by Arma 3 Issue should be fixed if caused by a mod.
Cannot delete class B_KickOff, it is referenced somewhere (used as a base class probably). Attempt to delete a class failed. Issue should be fixed if caused by a mod.
SimulWeather - Cloud Renderer - noise texture file is not specified! Can be ignored.
Warning: looped for animation: a3\anims_f_epa\data\anim\sdr\cts\hubcleaned\briefing\hubbriefing_loop.rtm differs (looped now 0)! MoveName: hubbriefing_ext Issue should be fixed if caused by a mod.
a3\characters_f\proxies\flag.p3d: No geometry and no visual shape none
B_LSV_01_unarmed_F: mainturret - unknown animation source mainturret none
No face for B Alpha 1-4:1
No speaker given for 'Sotiris Zenon'
none
Strange convex component08 in a3\weapons_f_enoch\rifles\msbs\msbs65_ubs_f.p3d:geometryView none
hidebullet_001 - unknown animation source codrivermuzzle_revolving none
Trying to create an invalid center EMPTY none
ModParams - Undefined or empty mod directory modParams command was unable to find the specified mod directory none
Unit is not in cargo none
Deinitialized shape [Class: "C_Soldier_VR_F"; Shape: "a3\characters_f_bootcamp\common\vr_soldier_f.p3d";] none
Error: entity [ProxyFlag_Auto] still has its shape, ref_count=2 none
"Some path": Missing ';' at the end of line Issue should be fixed

Key

Significance Low Medium High Ignore
Description No action needed It's recomended to find the source of this issue and fix it Cause of the message needs to be found and issue needs to be fixed A false error. No action required
Color