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R3voArma3 edited this page May 8, 2024 · 3 revisions

Total number of Attributes: 166

Scenario Attributes

Misc

Editable Objects (Zeus)

Description: Checks all alive objects (except logics) every 60 seconds and makes them available for editing for all curators. If no curators are in game, the attribute will not work.

Property: ENH_AddObjectsToZeus

Default Value:

false

Map Indicators

Property: ENH_mapIndicators

Default Value:

[false, false, false, false]

Airdrop Subcategory

Description: Creates an airdrop. Units with given classes and side are dropped once the condition returns true. The created units are stored in 'ENH_Airdrop_Units' variable which is available on the server machine.

Airdrop

Property: ENH_Airdrop

Default Value:

[[], [0, 0, 0], 'false', 500, 200, west]

Ambient Flyby Subcategory

Description: Spawns an air unit that moves from point A to point B, never engaging nor being engaged. It is set as captive and will despawn once it reaches its destination. Flybys can be stopped by setting 'ENH_AmbientFlyby_Enabled' to false on the server machine.

Ambient Flyby

Property: ENH_ambientFlyby

Default Value:

[[], [0, 0, 0], [0, 0, 0], 500, 'normal', west, 300]

Briefing Subcategory

Description: BLUFOR

Situation

Property: ENH_Briefing_BLUFOR_Situation

Default Value:

''

Mission

Property: ENH_Briefing_BLUFOR_Mission

Default Value:

''

Execution

Property: ENH_Briefing_BLUFOR_Execution

Default Value:

''

Signal

Property: ENH_Briefing_BLUFOR_Signal

Default Value:

''

Situation

Property: ENH_Briefing_OPFOR_Situation

Default Value:

''

Mission

Property: ENH_Briefing_OPFOR_Mission

Default Value:

''

Execution

Property: ENH_Briefing_OPFOR_Execution

Default Value:

''

Signal

Property: ENH_Briefing_OPFOR_Signal

Default Value:

''

Situation

Property: ENH_Briefing_Independent_Situation

Default Value:

''

Mission

Property: ENH_Briefing_Independent_Mission

Default Value:

''

Execution

Property: ENH_Briefing_Independent_Execution

Default Value:

''

Signal

Property: ENH_Briefing_Independent_Signal

Default Value:

''

Situation

Property: ENH_Briefing_Civilian_Situation

Default Value:

''

Mission

Property: ENH_Briefing_Civilian_Mission

Default Value:

''

Execution

Property: ENH_Briefing_Civilian_Execution

Default Value:

''

Signal

Property: ENH_Briefing_Civilian_Signal

Default Value:

''

Establishing Shot Subcategory

Description: Plays a fake UAV observational sequence which serves as an establishing shot.

Establishing Shot

Property: ENH_establisingShot

Default Value:

[[0, 0, 0], getText (configfile >> 'CfgWorlds' >> worldName >> 'description'), 500, 200, 60, 0]

Intro Text Subcategory

Description: Shows an animated text. Can be used to display mission name.

Intro Text

Property: ENH_introText

Default Value:

[0, briefingName, 'by ' + profileName, [daytime, 'HH:MM'] call BIS_fnc_TimeToString, 0]

Mission Ending (Casualties) Subcategory

Description: Ends the mission with custom ending if a certain count of entities of given side was killed. Can be used to fail mission for civilian casualties. In Multiplayer, the mission will be ended for all clients. Custom briefing have to be define in mission config.

Mission Ending (Casualties)

Property: ENH_missionEnding_casualties

Default Value:

[5, 'enddefault', false, civilian]

Music, Sound & Radio Settings

==== Volume (Sound) ====Property: ENH_soundVolume

Default Value:

1

Volume (Music)

Property: ENH_musicVolume

Default Value:

1

Volume (Radio)

Property: ENH_radioVolume

Default Value:

1

Volume (Environment)

Property: ENH_environmentVolume

Default Value:

1

Random Music

Property: ENH_randomMusic

Default Value:

[]

Single Player Respawn Subcategory

Description: Enables player and AI to respawn in single player scenarios. Only units with Single Player Respawn enabled in their attributes are affected. For multiplayer scenarios use the multiplayer respawn system.

Single Player Respawn

Property: ENH_SPR

Default Value:

[0, 20, false, false, '']

Intel Attributes

Date

Time Multiplier

Description: Sets how fast the time will pass.

Property: ENH_timeMultiplier

Default Value:

1

Visual Settings

View Distance

Description: Defines the view distance in meters. Keep in mind that this setting can be limited by either the server or the player's visual settings.

Property: ENH_viewDistance

Default Value:

-1

Object View Distance

Property: ENH_objViewDistance

Default Value:

-1

Terrain Detail

Property: ENH_terrainDetail

Default Value:

-1

Multiplayer Attributes

Respawn

=== Respawn Tickets BLUFOR ===Property: ENH_respawnTickets_west

Default Value:

0

Respawn Tickets OPFOR

Property: ENH_respawnTickets_east

Default Value:

0

Respawn Tickets Independent

Property: ENH_respawnTickets_independent

Default Value:

0

Respawn Tickets Civilian

Property: ENH_respawnTickets_civilian

Default Value:

0

Save Loadout

Property: ENH_saveLoadout

Default Value:

false

Dynamic Groups

Enable

Description: Enable the Dynamic Groups system.

Property: ENH_dynamicGroups

Default Value:

false

Dynamic AI Skill Settings Subcategory

Description: Calculates AI skill based on player count and set base values. Skill will be dynamically changed when a player connects or disconnects. Works for up to four players only!

Dynamic AI Skill Settings

Property: ENH_dynamicSkill

Default Value:

[false, 0.5, 0.3, 0.8, 0.5, 0.5, 0.3, 0.8, 0.5, 0.5, 0.3, 0.8, 0.5]

Preferences Attributes

Saving

Backup mission.sqm

Description: If enabled, a backup of the mission.sqm will be created when the scenario is saved or autosaved. The backups are saved within the scenario folder.

For this backup mechanism to work the Pythia modification is required.

Make sure to make a backup of your scenario before enabling this option for the first time!

Property: ENH_BackupMissionSQM

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_BackupMissionSQM', false]

Path for mission backups

Property: ENH_BackupMissionSQMPath

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_BackupMissionSQMPath', '']

Camera

Enable Dynamic View Distance

Description: View distance and object view distance will be changed according to camera height. This option might cause performance issues on weak systems.

Property: ENH_DynamicViewDistance

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DynamicViewDistance', false]

Interface

=== Collapse Asset Browser on Start ===Property: ENH_CollapseAssetBrowser

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_Interface_CollapseAssetBrowser', false]

Collapse Entity List on Start

Property: ENH_CollapseEntityList

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_Interface_CollapseEntityList', false]

Show Left Panel on Start

Property: ENH_ShowPanelLeft

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_Interface_ShowPanelLeft', true]

Show Right Panel on Start

Property: ENH_ShowPanelRight

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_Interface_ShowPanelRight', true]

Enable Minimap

Property: ENH_MinimapEnabled

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_Interface_MinimapEnabled', false]

Minimap Size

Property: ENH_MinimapSize

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_Interface_MinimapSize', 2]

Minimap Scale Multiplier

Property: ENH_MinimapScaleMultiplier

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_Interface_MinimapScaleMultiplier', 1]

Show Entity Counter

Property: ENH_Statusbar_EntityCounter

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_Interface_EntityCounter', true]

Show Building Positions

Property: ENH_DrawBuildingPositions

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_Interface_DrawBuildingPositions', false]

Show DLC Icons

Property: ENH_DrawDLCIcons

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_Interface_DrawDLCIcons', false]

Debug Options Subcategory

Description: These settings help you test your scenarios during preview. They will not be saved in the mission.sqm so they won't effect your scenario when you publish it. Disabled in multiplayer.

Enable Arsenal

Property: ENH_DebugOptions_Arsenal

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_Arsenal', false]

Enable Virtual Garage

Property: ENH_DebugOptions_Garage

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_Garage', false]

Kill Units (BLUFOR)

Property: ENH_DebugOptions_KillBLUFOR

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_KillBLUFOR', false]

Kill Units (OPFOR)

Property: ENH_DebugOptions_KillOPFOR

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_KillOPFOR', false]

Kill Units (Independent)

Property: ENH_DebugOptions_KillIndependent

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_KillIndependent', false]

Kill Units (Civilian)

Property: ENH_DEBUGOPTIONS_KILLCIVILIAN

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_KillCivilian', false]

Kill Cursor Target

Property: ENH_DebugOptions_KillCursor

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_KillCursor', false]

Delete Corpses

Property: ENH_DebugOptions_DeleteCorpse

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_DeleteCorpse', false]

Teleport

Property: ENH_DebugOptions_Teleport

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_Teleport', false]

Variable Viewer

Property: ENH_DebugOptions_VariableViewer

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_Arsenal', false]

Log active Scripts

Property: ENH_DebugOptions_ActiveScripts

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_ActiveScripts', false]

Enable Invulnerability

Property: ENH_DebugOptions_Invulnerability

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_Invulnerability', false]

Enable Captive Mode

Property: ENH_DebugOptions_Captive

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_Captive', false]

Disable Stamina

Property: ENH_DebugOptions_Stamina

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_Stamina', false]

Enable Bullet Tracking

Property: ENH_DebugOptions_BulletTracking

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_BulletTracking', false]

Enable Zeus

Property: ENH_DebugOptions_Zeus

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_Zeus', false]

Disable Weapon Recoil

Property: ENH_DebugOptions_NoRecoil

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_NoRecoil', false]

Disable Weapon Sway

Property: ENH_DebugOptions_NoSway

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_NoSway', false]

Enable Unlimited Ammunition

Property: ENH_DebugOptions_UnlimitedAmmo

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_UnlimitedAmmo', false]

Disable Reload Time

Property: ENH_DebugOptions_NoReload

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_NoReload', false]

Show FPS

Property: ENH_DebugOptions_FPS

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_FPS', false]

Draw View Direction

Property: ENH_DebugOptions_DrawViewDirection

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_DrawViewDirection', false]

Dynamic Simulation

Property: ENH_DebugOptions_DynSimDebug

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_DynSimDebug', false]

Show Groups

Property: ENH_DebugOptions_ShowGroups

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_ShowGroups', false]

Draw Trigger Areas

Property: ENH_DebugOptions_DrawTriggers

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_DrawTriggers', false]

Debug Path

Property: ENH_DebugOptions_DebugPath

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_DebugPath', 0]

Skip Time

Property: ENH_DebugOptions_SkipTime

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_SkipTime', false]

Time Multiplier

Property: ENH_DebugOptions_TimeMultiplier

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_TimeMultiplier', false]

Object Attributes

Transformation

Scale

Description: Scales the size of the object. Only works for objects without simulation. Disabled in multiplayer.

Property: ENH_objectScaling

Default Value:

1

Unladen Weight

Property: ENH_setMass

Default Value:

1

States

Visibility

Description: Defines the visibility of the object.

Property: ENH_featureTypeNew

Default Value:

```

=== Add Flag ===
Property: ''ENH_forceFlag''


Default Value:
```sqf
''

Special States

Enable Captive Mode

Description: The unit will not be attacked and will join the civilian side. The unit will still attack enemies!

Property: ENH_setCaptive

Default Value:

false

Allow Sprinting

Property: ENH_allowSprint

Default Value:

true

Force Walking

Property: ENH_forceWalk

Default Value:

false

Make Hostage

Property: ENH_makeHostage

Default Value:

false

Start in Parachute

Property: ENH_parachute

Default Value:

false

Enable Headlights

Property: ENH_enableHeadlights

Default Value:

false

Forbid Disembarking

Property: ENH_allowCrewInImmobile

Default Value:

false

Engine on/off

Property: ENH_engineOn

Default Value:

false

Disable NVG Equipment

Property: ENH_disableNVGEquipment

Default Value:

false

Disable Thermal Optics

Property: ENH_disableTIEquipment

Default Value:

false

Speed Limit

Property: ENH_limitSpeed

Default Value:

-1

Stay on position

Property: ENH_doStop

Default Value:

false

Disable Deletion on Death

Property: ENH_removeFromRemainsCollector

Default Value:

false

Single Player Respawn Tickets

Property: ENH_SPR_Tickets

Default Value:

0

Equipment Storage

Add Gun Light

Description: Forces unit to have gun light turned on.

Property: ENH_addGunLight

Default Value:

false

Arsenal

Property: ENH_virtualArsenal

Default Value:

false

Advanced Damage Subcategory

Description: Allows to add damage to all available hit points of this entity. Some hitpoints might not have an effect!

Advanced Damage

Property: ENH_AdvancedDamage

Default Value:

if (getAllHitPointsDamage _this isNotEqualTo []) then {str [getAllHitPointsDamage _this # 0, getAllHitPointsDamage _this # 2]} else {str [[], []]}

Ambient Animations Subcategory

Description: Plays a selected animation set. The gear needs to be set up manually.

Ambient Animations

Property: ENH_AmbientAnimations

Default Value:

['', [], false, false]

AI Subcategory

Description: Skill

Aiming Shake

Property: ENH_aimingShake

Default Value:

0.5

Aiming Speed

Property: ENH_aimingSpeed

Default Value:

0.5

Aiming Accuracy

Property: ENH_aimingAccuracy

Default Value:

0.5

Commanding

Property: ENH_commanding

Default Value:

0.5

Courage

Property: ENH_courage

Default Value:

0.5

General

Property: enh_general

Default Value:

0.5

Reload Speed

Property: ENH_reloadingSpeed

Default Value:

0.5

Spot Distance

Property: ENH_spotDistance

Default Value:

0.5

Spot Time

Property: ENH_spotTime

Default Value:

0.5

Fleeing Coefficient

Property: ENH_allowFleeing

Default Value:

0.5

All Features

Property: ENH_disableAI_all

Default Value:

false

Move

Property: ENH_disableAI_move

Default Value:

false

Target

Property: ENH_disableAI_target

Default Value:

false

Cover

Property: ENH_disableAI_cover

Default Value:

false

Autotarget

Property: ENH_disableAI_autotarget

Default Value:

false

Animation

Property: ENH_disableAI_anim

Default Value:

false

FSM

Property: ENH_disableAI_FSM

Default Value:

false

Aiming Error

Property: ENH_disableAI_aimingError

Default Value:

false

Team Switch

Property: ENH_disableAI_teamswitch

Default Value:

false

Suppression

Property: ENH_disableAI_suppression

Default Value:

false

Raycasts

Property: ENH_disableAI_checkVisible

Default Value:

false

Autocombat

Property: ENH_disableAI_autocombat

Default Value:

false

Path

Property: ENH_disableAI_path

Default Value:

false

Mine Detection

Property: ENH_disableAI_mineDetection

Default Value:

false

Weapon Aim

Property: ENH_disableAI_weaponAim

Default Value:

false

Night Vision Goggles

Property: ENH_disableAI_NVG

Default Value:

false

Lights

Property: ENH_disableAI_lights

Default Value:

false

Radio Protocol

Property: ENH_disableAI_radioProtocol

Default Value:

false

Unit Traits

Is Medic?

Description: Defines whether the unit can fully heal other units.

Property: ENH_unitTraits_medic

Default Value:

_this getUnitTrait 'Medic'

Is Engineer?

Property: ENH_unitTraits_engineer

Default Value:

_this getUnitTrait 'Engineer'

Is Explosive Specialist?

Property: ENH_unitTrait_explosiveSpecialist

Default Value:

_this getUnitTrait 'ExplosiveSpecialist'

Is UAV Hacker?

Property: ENH_unitTrait_UAVHacker

Default Value:

_this getUnitTrait 'UAVHacker'

Camouflage Coefficent

Property: ENH_unitTraits_camouflage

Default Value:

1

Audible Coefficient

Property: ENH_unitTraits_audibleCoef

Default Value:

1

Load Coefficient

Property: ENH_unitTraits_loadCoef

Default Value:

1

Hold Action Subcategory

Description: Adds a hold action to this entity. Once the action was completed it is removed for all clients.

Hold Action

Property: ENH_HoldAction

Default Value:

['', '\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_revive_ca.paa', '\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_revive_ca.paa', 'true', 'true', '', '', '', '', 10, 1000, false, true]

Group Attributes

State

Patrol

Description: Makes the group of the selected unit patrol an area. The value defines the max. distance between two patrol waypoints.

0 deactivates the patrol.

Property: ENH_TaskPatrol

Default Value:

0

Group Marker Subcategory

Description: Shows the groups position on the map. The position is updated every second. If the group becomes empty, the marker gets deleted. The update process can be paused by setting the variable 'ENH_GroupMarker_Update' in the group's namespace to false.

Group Marker

Property: ENH_groupMarker

Default Value:

['', 'Default', '', true, true]

Marker Attributes

Transformation

Priority

Description: Sets marker draw priority. Higher priority markers are drawn on top. Default priority is 0.

Property: ENH_markerDrawPriority

Default Value:

0

Hide on Start

Hide on Start

Description: Hides the marker at the start of the mission.

Property: ENH_markerHideOnStart

Default Value:

false

Condition

Property: ENH_markerShowOnCondition

Default Value:

''
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