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Attributes
Total number of Attributes: 166
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
Property: ENH_mapIndicators
Default Value:
[false, false, false, false]
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.
Property: ENH_Airdrop
Default Value:
[[], [0, 0, 0], 'false', 500, 200, west]
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.
Property: ENH_ambientFlyby
Default Value:
[[], [0, 0, 0], [0, 0, 0], 500, 'normal', west, 300]
Description: BLUFOR
Property: ENH_Briefing_BLUFOR_Situation
Default Value:
''
Property: ENH_Briefing_BLUFOR_Mission
Default Value:
''
Property: ENH_Briefing_BLUFOR_Execution
Default Value:
''
Property: ENH_Briefing_BLUFOR_Signal
Default Value:
''
Property: ENH_Briefing_OPFOR_Situation
Default Value:
''
Property: ENH_Briefing_OPFOR_Mission
Default Value:
''
Property: ENH_Briefing_OPFOR_Execution
Default Value:
''
Property: ENH_Briefing_OPFOR_Signal
Default Value:
''
Property: ENH_Briefing_Independent_Situation
Default Value:
''
Property: ENH_Briefing_Independent_Mission
Default Value:
''
Property: ENH_Briefing_Independent_Execution
Default Value:
''
Property: ENH_Briefing_Independent_Signal
Default Value:
''
Property: ENH_Briefing_Civilian_Situation
Default Value:
''
Property: ENH_Briefing_Civilian_Mission
Default Value:
''
Property: ENH_Briefing_Civilian_Execution
Default Value:
''
Property: ENH_Briefing_Civilian_Signal
Default Value:
''
Description: Plays a fake UAV observational sequence which serves as an establishing shot.
Property: ENH_establisingShot
Default Value:
[[0, 0, 0], getText (configfile >> 'CfgWorlds' >> worldName >> 'description'), 500, 200, 60, 0]
Description: Shows an animated text. Can be used to display mission name.
Property: ENH_introText
Default Value:
[0, briefingName, 'by ' + profileName, [daytime, 'HH:MM'] call BIS_fnc_TimeToString, 0]
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.
Property: ENH_missionEnding_casualties
Default Value:
[5, 'enddefault', false, civilian]
==== Volume (Sound) ====Property: ENH_soundVolume
Default Value:
1
Property: ENH_musicVolume
Default Value:
1
Property: ENH_radioVolume
Default Value:
1
Property: ENH_environmentVolume
Default Value:
1
Property: ENH_randomMusic
Default Value:
[]
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.
Property: ENH_SPR
Default Value:
[0, 20, false, false, '']
Description: Sets how fast the time will pass.
Property: ENH_timeMultiplier
Default Value:
1
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
Property: ENH_objViewDistance
Default Value:
-1
Property: ENH_terrainDetail
Default Value:
-1
=== Respawn Tickets BLUFOR ===Property: ENH_respawnTickets_west
Default Value:
0
Property: ENH_respawnTickets_east
Default Value:
0
Property: ENH_respawnTickets_independent
Default Value:
0
Property: ENH_respawnTickets_civilian
Default Value:
0
Property: ENH_saveLoadout
Default Value:
false
Description: Enable the Dynamic Groups system.
Property: ENH_dynamicGroups
Default Value:
false
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!
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]
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]
Property: ENH_BackupMissionSQMPath
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_BackupMissionSQMPath', '']
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]
=== Collapse Asset Browser on Start ===Property: ENH_CollapseAssetBrowser
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_Interface_CollapseAssetBrowser', false]
Property: ENH_CollapseEntityList
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_Interface_CollapseEntityList', false]
Property: ENH_ShowPanelLeft
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_Interface_ShowPanelLeft', true]
Property: ENH_ShowPanelRight
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_Interface_ShowPanelRight', true]
Property: ENH_MinimapEnabled
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_Interface_MinimapEnabled', false]
Property: ENH_MinimapSize
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_Interface_MinimapSize', 2]
Property: ENH_MinimapScaleMultiplier
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_Interface_MinimapScaleMultiplier', 1]
Property: ENH_Statusbar_EntityCounter
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_Interface_EntityCounter', true]
Property: ENH_DrawBuildingPositions
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_Interface_DrawBuildingPositions', false]
Property: ENH_DrawDLCIcons
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_Interface_DrawDLCIcons', false]
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.
Property: ENH_DebugOptions_Arsenal
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_Arsenal', false]
Property: ENH_DebugOptions_Garage
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_Garage', false]
Property: ENH_DebugOptions_KillBLUFOR
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_KillBLUFOR', false]
Property: ENH_DebugOptions_KillOPFOR
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_KillOPFOR', false]
Property: ENH_DebugOptions_KillIndependent
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_KillIndependent', false]
Property: ENH_DEBUGOPTIONS_KILLCIVILIAN
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_KillCivilian', false]
Property: ENH_DebugOptions_KillCursor
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_KillCursor', false]
Property: ENH_DebugOptions_DeleteCorpse
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_DeleteCorpse', false]
Property: ENH_DebugOptions_Teleport
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_Teleport', false]
Property: ENH_DebugOptions_VariableViewer
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_Arsenal', false]
Property: ENH_DebugOptions_ActiveScripts
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_ActiveScripts', false]
Property: ENH_DebugOptions_Invulnerability
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_Invulnerability', false]
Property: ENH_DebugOptions_Captive
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_Captive', false]
Property: ENH_DebugOptions_Stamina
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_Stamina', false]
Property: ENH_DebugOptions_BulletTracking
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_BulletTracking', false]
Property: ENH_DebugOptions_Zeus
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_Zeus', false]
Property: ENH_DebugOptions_NoRecoil
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_NoRecoil', false]
Property: ENH_DebugOptions_NoSway
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_NoSway', false]
Property: ENH_DebugOptions_UnlimitedAmmo
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_UnlimitedAmmo', false]
Property: ENH_DebugOptions_NoReload
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_NoReload', false]
Property: ENH_DebugOptions_FPS
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_FPS', false]
Property: ENH_DebugOptions_DrawViewDirection
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_DrawViewDirection', false]
Property: ENH_DebugOptions_DynSimDebug
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_DynSimDebug', false]
Property: ENH_DebugOptions_ShowGroups
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_ShowGroups', false]
Property: ENH_DebugOptions_DrawTriggers
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_DrawTriggers', false]
Property: ENH_DebugOptions_DebugPath
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_DebugPath', 0]
Property: ENH_DebugOptions_SkipTime
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_SkipTime', false]
Property: ENH_DebugOptions_TimeMultiplier
Default Value:
profileNamespace getVariable ['ENH_EditorPreferences_DebugOptions_TimeMultiplier', false]
Description: Scales the size of the object. Only works for objects without simulation. Disabled in multiplayer.
Property: ENH_objectScaling
Default Value:
1
Property: ENH_setMass
Default Value:
1
Description: Defines the visibility of the object.
Property: ENH_featureTypeNew
Default Value:
```
=== Add Flag ===
Property: ''ENH_forceFlag''
Default Value:
```sqf
''
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
Property: ENH_allowSprint
Default Value:
true
Property: ENH_forceWalk
Default Value:
false
Property: ENH_makeHostage
Default Value:
false
Property: ENH_parachute
Default Value:
false
Property: ENH_enableHeadlights
Default Value:
false
Property: ENH_allowCrewInImmobile
Default Value:
false
Property: ENH_engineOn
Default Value:
false
Property: ENH_disableNVGEquipment
Default Value:
false
Property: ENH_disableTIEquipment
Default Value:
false
Property: ENH_limitSpeed
Default Value:
-1
Property: ENH_doStop
Default Value:
false
Property: ENH_removeFromRemainsCollector
Default Value:
false
Property: ENH_SPR_Tickets
Default Value:
0
Description: Forces unit to have gun light turned on.
Property: ENH_addGunLight
Default Value:
false
Property: ENH_virtualArsenal
Default Value:
false
Description: Allows to add damage to all available hit points of this entity. Some hitpoints might not have an effect!
Property: ENH_AdvancedDamage
Default Value:
if (getAllHitPointsDamage _this isNotEqualTo []) then {str [getAllHitPointsDamage _this # 0, getAllHitPointsDamage _this # 2]} else {str [[], []]}
Description: Plays a selected animation set. The gear needs to be set up manually.
Property: ENH_AmbientAnimations
Default Value:
['', [], false, false]
Description: Skill
Property: ENH_aimingShake
Default Value:
0.5
Property: ENH_aimingSpeed
Default Value:
0.5
Property: ENH_aimingAccuracy
Default Value:
0.5
Property: ENH_commanding
Default Value:
0.5
Property: ENH_courage
Default Value:
0.5
Property: enh_general
Default Value:
0.5
Property: ENH_reloadingSpeed
Default Value:
0.5
Property: ENH_spotDistance
Default Value:
0.5
Property: ENH_spotTime
Default Value:
0.5
Property: ENH_allowFleeing
Default Value:
0.5
Property: ENH_disableAI_all
Default Value:
false
Property: ENH_disableAI_move
Default Value:
false
Property: ENH_disableAI_target
Default Value:
false
Property: ENH_disableAI_cover
Default Value:
false
Property: ENH_disableAI_autotarget
Default Value:
false
Property: ENH_disableAI_anim
Default Value:
false
Property: ENH_disableAI_FSM
Default Value:
false
Property: ENH_disableAI_aimingError
Default Value:
false
Property: ENH_disableAI_teamswitch
Default Value:
false
Property: ENH_disableAI_suppression
Default Value:
false
Property: ENH_disableAI_checkVisible
Default Value:
false
Property: ENH_disableAI_autocombat
Default Value:
false
Property: ENH_disableAI_path
Default Value:
false
Property: ENH_disableAI_mineDetection
Default Value:
false
Property: ENH_disableAI_weaponAim
Default Value:
false
Property: ENH_disableAI_NVG
Default Value:
false
Property: ENH_disableAI_lights
Default Value:
false
Property: ENH_disableAI_radioProtocol
Default Value:
false
Description: Defines whether the unit can fully heal other units.
Property: ENH_unitTraits_medic
Default Value:
_this getUnitTrait 'Medic'
Property: ENH_unitTraits_engineer
Default Value:
_this getUnitTrait 'Engineer'
Property: ENH_unitTrait_explosiveSpecialist
Default Value:
_this getUnitTrait 'ExplosiveSpecialist'
Property: ENH_unitTrait_UAVHacker
Default Value:
_this getUnitTrait 'UAVHacker'
Property: ENH_unitTraits_camouflage
Default Value:
1
Property: ENH_unitTraits_audibleCoef
Default Value:
1
Property: ENH_unitTraits_loadCoef
Default Value:
1
Description: Adds a hold action to this entity. Once the action was completed it is removed for all clients.
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]
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
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.
Property: ENH_groupMarker
Default Value:
['', 'Default', '', true, true]
Description: Sets marker draw priority. Higher priority markers are drawn on top. Default priority is 0.
Property: ENH_markerDrawPriority
Default Value:
0
Description: Hides the marker at the start of the mission.
Property: ENH_markerHideOnStart
Default Value:
false
Property: ENH_markerShowOnCondition
Default Value:
''