R3vo/Sandbox – User

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= [SPE] Artillery Barrage =
'''Category:''' [SPE] Fire Support
'''Available in Zeus:''' true
'''Module Description:''' Create an artillery shell on the module position. It will take a few seconds until it hits the ground.
== Attributes ==
==== Type ====
'''Description:''' N/A
'''Property:''' N/A
==== Values ====
* 81 mm Mortar
* 81 mm Mortar
* 81 mm Mortar (WP Smoke)
* 75 mm Howitzer
* 75 mm Howitzer
* 105 mm Howitzer
* 105 mm Howitzer
* Nebelwerfer 280 mm Rocket
* Calliope 114 mm Rocket
= [SPE] Ordnance =
'''Category:''' [SPE] Effects
'''Available in Zeus:''' false
'''Module Description:''' Create an artillery shell on the module position. It will take a few seconds until it hits the ground.
== Attributes ==
==== Type ====
'''Description:''' N/A
'''Property:''' N/A
==== Values ====
* 81 mm Mortar
* 81 mm Mortar (WP Smoke)
* Mortar Smoke (White)
* Artillery Smoke (White)
* 75 mm Howitzer
* 75 mm Howitzer
* 105 mm Howitzer
* 105 mm Howitzer
* Nebelwerfer 280 mm Rocket
* Calliope 114 mm Rocket
= [SPE] Illumination Flare (Continuous) =
'''Category:''' [SPE] Effects
'''Available in Zeus:''' false
'''Module Description:''' Creates a signal flare on the module position (visible only at night).
== Attributes ==
==== Color ====
'''Description:''' Smoke color
'''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:''' A boolean condition that, when it turns false, stops the spawning of combat sounds
'''Property:''' N/A
==== Minimum Interval ====
'''Description:''' Minimum time (in seconds) between two successive sounds
'''Property:''' N/A
==== Maximum Interval ====
'''Description:''' Maximum time (in seconds) between two successive sounds
'''Property:''' N/A
==== Minimum Distance ====
'''Description:''' Minimum distance (in meters) from any given player: no player closer than this distance to the origin of the sound
'''Property:''' N/A
==== Maximum Distance ====
'''Description:''' Maximum distance (in meters) from any given player: at least one player within this distance from the origin of the sound
'''Property:''' N/A
==== Switch Sound Type ====
'''Description:''' Sets the distance ranges in the format [X,Y]: 0 to X will be 'close,' X to Y will be 'mid' and beyond Y they will be 'distant'
'''Property:''' N/A
==== Rifles Presence ====
'''Description:''' Sets the amount of presence of rifle shots in the combat sounds
'''Property:''' N/A
==== MG Presence ====
'''Description:''' Sets the amount of presence of MG bursts in the combat sounds
'''Property:''' N/A
==== MG42 Presence ====
'''Description:''' Sets the amount of presence of MG42 bursts in the combat sounds
'''Property:''' N/A
==== Cannon Presence ====
'''Description:''' Sets the amount of presence of cannon shots in the combat sounds
'''Property:''' N/A
==== Custom Sounds Presence ====
'''Description:''' Sets the amount of presence of custom sounds in the combat sounds
'''Property:''' N/A
= [SPE] Ambient War Sounds (Area) =
'''Category:''' [SPE] Ambient War Sounds
'''Available in Zeus:''' false
'''Module Description:''' N/A
== Attributes ==
==== Condition ====
'''Description:''' A boolean condition that, when it turns false, stops the spawning of combat sounds
'''Property:''' N/A
==== Minimum Interval ====
'''Description:''' Minimum time (in seconds) between two successive sounds
'''Property:''' N/A
==== Maximum Interval ====
'''Description:''' Maximum time (in seconds) between two successive sounds
'''Property:''' N/A
==== Minimum Distance ====
'''Description:''' Minimum distance (in meters) from any given player: no player closer than this distance to the origin of the sound
'''Property:''' N/A
==== Maximum Distance ====
'''Description:''' Maximum distance (in meters) from any given player: at least one player within this distance from the origin of the sound
'''Property:''' N/A
==== Switch Sound Type ====
'''Description:''' Sets the distance ranges in the format [X,Y]: 0 to X will be 'close,' X to Y will be 'mid' and beyond Y they will be 'distant'
'''Property:''' N/A
==== Rifles Presence ====
'''Description:''' Sets the amount of presence of rifle shots in the combat sounds
'''Property:''' N/A
==== MG Presence ====
'''Description:''' Sets the amount of presence of MG bursts in the combat sounds
'''Property:''' N/A
==== MG42 Presence ====
'''Description:''' Sets the amount of presence of MG42 bursts in the combat sounds
'''Property:''' N/A
==== Cannon Presence ====
'''Description:''' Sets the amount of presence of cannon shots in the combat sounds
'''Property:''' N/A
==== Custom Sounds Presence ====
'''Description:''' Sets the amount of presence of custom sounds in the combat sounds
'''Property:''' N/A
= [SPE] Flare Illumination =
'''Category:''' [SPE] Effects
'''Available in Zeus:''' false
'''Module Description:''' N/A
== Attributes ==
==== Conditional ====
'''Description:''' A boolean condition that allows flares to be spawned
'''Property:''' N/A
==== Minimum Interval ====
'''Description:''' Minimum time (in seconds) between two successive flares
'''Property:''' N/A
==== Maximum Interval ====
'''Description:''' Maximum time (in seconds) between two successive flares (if possible)
'''Property:''' N/A
==== Minimum Distance ====
'''Description:''' Minimum distance (in meters) between two flares of this area
'''Property:''' N/A
==== Max Flares Allowed ====
'''Description:''' Maximum number of flares deployed at the same time
'''Property:''' N/A
==== Color ====
'''Description:''' Flare color
'''Property:''' N/A
==== Values ====
* White Flare
* Red Flare
* Green Flare
* Yellow Flare
= [SPE] AI Systems =
'''Category:''' [SPE] 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 22:53, 25 July 2023