An object is an entity with physical representation in the world. The player can see it as a model with textures, while the game recognizes its technical properties like the simulation type, collision geometry or damage.
Objects can be divided into three main types:
Character is a living entity controlled either by a player, or by an AI (Artificial Intelligence; sometimes also known as NPC - Non-Playable Character).
Vehicle is an object which can have a crew composed of characters. A crewed vehicle has an effective commander, who can issue orders to the rest of the crew. The vehicle also inherits the side of the commander (i.e., BLUFOR pilot will render a helicopter BLUFOR as well).
Prop is any other object without special functionality, for example, houses, fences or signs. Empty vehicles are not props. Animals are, mainly because they cannot be considered characters.
An object is an entity type you will likely edit the most, so make sure to familiarize yourself with all its options.
|Type||Type|| Object type. Can be changed only to another type of the same side,
e.g., you can change BLUFOR Car to BLUFOR Helicopter, but not to OPFOR Car or a Prop.
|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.||Name||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.||Init||String|
|Position||Transformation||World coordinates in meters. X goes from West to East, Y from South to North and Z is height above terrain.||position||Position3D|
|Rotation||Transformation||Local rotation in degrees. X is pitch, Y is roll and Z is yaw.||rotation||Number|
|Placement Radius||Transformation||Placement radius in meters. The entity will start at a random position within the radius.||placementRadius||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).||ControlSP||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.||ControlMP||Bool|
|Role Description||Control||Multiplayer role description visible in the multiplayer lobby. When undefined, the object type name will be used by default.||description||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.
|Skill||States||General AI skill. The attribute does not allow for decreasing it below 20%, because AI behavior would be too simplified.||skill||Number|
|Health / Armor||States||Object health / armor. When close to 0%, the object will be destroyed.||Health||Number|
|Ammunition||States||General vehicle ammo state.||ammo||Number|
|Rank||States|| Character rank. When a group leader is killed, the subordinate with the highest rank will take over.
|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).||hideObject||Bool|
|Enable Simulation||Special States||Enable simulation. When disabled, the object will freeze and ignore any input or collisions.||enableSimulation||Bool|
|Enable Damage||Special States||Set if the object can receive any damage. When a vehicle is invincible, its crew can still be killed.||allowDamage||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.||enableStamina||Bool|
|Name||Identity||Character name, by default automatically generated based on faction.||unitName||String|
|Voice||Identity||Radio voice used in group communication (e.g., target reporting).||speaker||String|
|Voice Pitch||Identity||Voice pitch. Higher number means higher voice.||pitch||Number|
|Probability of Presence||Presence||Probability of presence evaluated at the scenario start. When it fails, the object is not created at all.||presence||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.||presenceCondition||String|
|Equipment Storage||Equipment Storage||Contents of inventory storage available in ammo boxes and vehicles.||ammoBox||String|