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Eden Editor: Setting Attributes

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Introduction 编辑

While Eden Editor Workspace behaves like a normal scenario and it's possible to modify entities using existing commands (e.g., setPos), such changes would be invisible for the editor and not saved to the scenario file.

Instead, the editor is using attributes to store all entity and scenario settings. Most commonly, the scenario designer can edit them using Attributes window available after double-clicking on an entity. Some are also edited directly, like position when dragging entities around.

When an attribute is changed, the functionality attached to it is also performed. Setting position attribute of an object will move it to the given position, and adjusting _IntelWeatherStart_ attribute will change the weather. Using commands setPos or setOvercast would seemingly achieve the same, but without permanent effect - the changes wouldn't be visible next time the scenario is loaded.

Scripting 编辑

A scenario designer is not the only one who can modify attributes. Scripted systems can access them as well, giving you an ability to write some automated systems.

 ! Attributes are available only within the Eden Editor workspace. You cannot access them in scenario preview or exported scenario!

Setting Entity Attributes 编辑

To set an attribute, you need to know it's property and value type. Tables below will help you with that - look at the last two columns, labeled Development. For example to set player as invincible, we'll use Enable Damage attribute. You can see its class is allowDamage (corresponding with allowDamage command; most attributes are named this way) and its value type is Bool. This is how the expression will look like:

player set3DENAttribute ["allowDamage",false];

You can also check for the attribute state:

_isInvincible = player get3DENAttribute "allowDamage";

Managing History 编辑

When setting attributes, each command execution would create a new history entry. When doing a batch change, the user would have to press undo for each entity modified, which would be uncomfortable. To prevent this, you can collect multiple changes together by wrapping them inside collect3DENHistory command:

collect3DENHistory {
	{
		_x set3DENAttribute ["allowDamage",false];
	} forEach (all3DENEntities select 0);
};

Alternatively, you can use more set3DENAttributes command which is able to modify multiple entities at once already.

Setting Object Type 编辑

Objects have also special attribute ItemType, which defines which object class will represent them (i.e., a soldier, a car, a house, etc.). It cannot be changed as a normal attribute, because it requires replacing the old model with the new one. There's a special command to handle this:

player set3DENObjectType "B_Soldier_F";

Setting Scenario Attributes 编辑

Attributes 编辑

Object 编辑

Info Development
Name Category Description Property Type
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.

ItemClass String
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.

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
lock Number
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
Fuel States Vehicle fuel. fuel 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.

Available options:

  • Private
  • Corporal
  • Sergeant
  • Lieutenant
  • Captain
  • Major
  • Colonel
rank String
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
Face Identity Character face. face 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

Composition 编辑

Info Development
Name Category Description Property Type
Callsign State Group callsign as displayed in the radio chat log. groupID String
Combat Mode State Controls how and when the group will choose to engage enemy targets.

Available options:

  • 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.
combatMode String
Behavior State Behavior pattern of the group.

Available options:

  • 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.
behaviour String
Formation State Default group formation. Based on the combat mode, group members may ignore the formation in 'Combat' and 'Stealth' modes.

Available options:

  • Wedge
  • Vee
  • Line
  • Column
  • File
  • Staggered Col.
  • Echelon L.
  • Echelon R.
  • Diamond
formation String
SpeedMode State Default travel speed of the group. In Combat and Stealth behavior modes, group members will try to prioritize this setting.

Available options:

  • Limited
  • Normal
  • Full
speedMode String


Trigger 编辑

Info Development
Name Category 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. name 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. text String
Shape Transformation Area shape.

Available options:

  • Ellipse
  • Rectangle
IsRectangle Bool
Size Transformation Area size in meters. size2 Array
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
Type Activation Trigger type, determines special behavior upon activation.

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.
TriggerType String
Activation Activation What or who can activate the trigger. Some options further depend on 'Activation Condition'.

Available options:

  • None - No default activation, only a custom condition expression can activate the trigger.
  • 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.
ActivationBy String
Activation Activation What or who can activate the trigger. Some options further depend on 'Activation Type'. The available options are specific to the connected trigger owner.

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'.
activationByOwner String
Activation Condition Activation Condition of the 'Activation' attribute.

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.
activationType String
Repeatable Activation Repetition rules. When enabled, the trigger can be activated again once deactivated. repeatable 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
condition String
On Activation Expression Expression executed once the trigger is activated.

Passed variables are:

  • thisList - list of all objects in trigger area, based on 'Activation'
  • thisTrigger - trigger object
onActivation String
On Deactivation Expression Expression executed once the trigger is deactivated.

Passed variables are:

  • thisTrigger - trigger object
onDeactivation 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.
interuptable Bool
Timer Values Timer Timer values in seconds, selected randomly in a range from Min to Max, gravitating towards Mid. timeout Array in format [min, mid, max]
Effect Condition Effects Condition for effects to be played, must return boolean expression. effectCondition String
Sound Effects Sound played upon activation. sound String
Voice Effects Sound spoken by the first unit which activated the trigger. voice String
Environment Effects Environment sounds played upon activation. soundEnvironment String
SFX Effects Sound effect played by the trigger upon activation. Repeats as long as the trigger is active. soundTrigger String
Music Effects Music played upon activation. Replaces previously playing music track. music String
UI Overlay Effects User interface overlay shown upon activation. title String

Waypoint 编辑

Info Development
Name Category 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.

itemClass String
Description Init Text visible for the player next to the waypoint icon in the scene. description String
Order Init Order in which waypoints follow. When changing order, the waypoint will take position of the selected one, pushing all other further down. order
Identified Init System name of the waypoint, used for identification in scripts. name 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
Placement Radius Transformation Placement radius in meters. The entity will start at a random position within the radius. placementRadius Number
Completion Radius Transformation Distance in meters in which a group member has to be in order for the waypoint to be considered completed. completionRadius 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.
combatMode String
Behavior State Behavior pattern of the group.

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.
behaviour String
Formation State Default group formation. Based on the combat mode, group members may ignore the formation in 'Combat' and 'Stealth' modes.

Available options:

  • Unchanged
  • Wedge
  • Vee
  • Line
  • Column
  • File
  • Staggered Col.
  • Echelon L.
  • Echelon R.
  • Diamond
formation String
SpeedMode State Default travel speed of the group. In Combat and Stealth behavior modes, group members will try to prioritize this setting.

Available options:

  • Unchanged
  • Limited
  • Normal
  • Full
speedMode 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
condition String
On Activation Expression Expression called when the waypoint is completed.

Passed variables are:

  • this - group leader
  • thisList - array with all group members
onActivation String
Script Expression Script executed when 'SCRIPTED' waypoint type is selected. The waypoint will be completed once the script is finished. script String
Map Visibility Visibility Make the waypoint visible for the player on the map. show2D Bool
Scene Visibility Visibility Make the waypoint visible for the player in the scene. show3D 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. timeout Array in format [min, mid, max]
Effect Condition Effects Condition for effects to be played, must return boolean expression. effectCondition String
Sound Effects Sound played upon activation. sound String
Voice Effects Sound spoken by the first unit which activated the trigger. voice String
Environment Effects Environment sounds played upon activation. soundEnvironment String
Music Effects Music played upon activation. Replaces previously playing music track. music String
UI Overlay Effects User interface overlay shown upon activation. title String

System 编辑

Info Development
Name Category Description Property Type
Type Type Object class. itemClass String
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
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

Marker 编辑

Info Development
Name Category Description Property Type
Type Type Icon texture. itemClass 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. name String
Text Init Text displayed right from the marker. text String
Size Transformation Area size in meters. size2 Array
Position Transformation World coordinates in meters. X goes from West to East and Y from South to North. position Position3D
Rotation Transformation Local rotation in degrees. X is pitch, Y is roll and Z is yaw. rotation Number
Shape Style Area shape.

Available options:

  • Ellipse
  • Rectangle
markerType String
Brush Style Area fill texture. brush String
Color Style Marker color. 'Default' is based on the selected marker type. baseColor Array
Alpha Style Transparency. When the icon marker has a shadow, it will be visible behind the transparent icon. alpha Number

Scenario 编辑

General编辑

Info Development
Name Category Description Property Type
Title Presentation Scenario name. Appears in the scenarios menu, multiplayer lobby and loading screens. Use @STR_ prefix to link to localization keys. IntelBriefingName String
Author Presentation Scenario author. Appears in the scenarios menu and in loading screens. Author 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. OverviewPicture 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. OverviewText 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. OverviewPictureLocked 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. OverviewTextLocked String
Picture Loading Screen Path to the picture visible in the loading screens before and during the scenario. LoadScreen String
Text Loading Screen Short text visible in loading screens before and during the scenario. Use @STR_ prefix to link to localization keys. OnLoadMission String
Show Briefing States When disabled, the scenario will start automatically after the loading, without showing the briefing. Valid only for singleplayer scenarios. Briefing Bool
Show Debriefing States When disabled, the debriefing screen will not be shown when the scenario is completed. Debriefing Bool
Enable Saving States When disabled, the 'SAVE' option in the pause menu will be disabled and scripted autosaves will not do anything. Saving 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. ShowMap 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. ShowCompass 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. ShowWatch 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. ShowGPS Bool
Show HUD States When disabled, on-screen information such as weapon information or the command menu will be hidden. ShowHUD Bool
Show UAV Feed States When disabled, the UAV feed will not be available in the scene after pressing the 'AV Camera' key. ShowUAVFeed Bool
Advanced Flight Model States When enabled, all player controlled helicopters will use the advanced flight model. ForceRotorLibSimulation 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
EnableDebugConsole Number
Unlocked Keys Unlock 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. DoneKeys Array
Required Keys Unlock 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. Keys Array
Required Keys Limit Unlock The number of required keys to be active for the mission to be unlocked. KeysLimit Number
Independents Allegiance Misc Sets who the Independent side will be friendly to. The value is shared across all scenario phases. IntelIndepAllegiance 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. SaveBinarized Bool

Environment 编辑

Info Development
Name Category Description Property Type
Date Date Starting date. IntelDate 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. IntelTime Number
Time of Changes Weather Forecast Delay until all forecasted weather values take effect. IntelTimeOfChanges Number
Overcast Start Overcast Initial cloud cover. Unless set manually, this value also affects rain, lightning, waves, wind and gusts values. IntelWeatherStart Number
Overcast Forecast Overcast Forecasted cloud cover. IntelWeatherForecast Number
Fog Start Fog Initial fog. Strength affects not only how far player can see, but also limits the sight of AI entities. IntelFogStart Number
Fog Forecast Fog Forecasted fog. IntelFogForecast Number
Manual Override Rain Enables manual settings in this category. When disabled, the engine will calculate the values automatically. IntelRainIsForced 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. IntelRainStart Number
Rain Forecast Rain Forecasted rain strength. IntelRainForecast Number
Manual Override Lightnings Enables manual settings in this category. When disabled, the engine will calculate the values automatically. IntelLightningIsForced 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. IntelLightningStart Number
Lightnings Forecast Lightnings Forecasted frequency of lightning. IntelLightningForecast Number
Manual Override Waves Enables manual settings in this category. When disabled, the engine will calculate the values automatically. IntelWavesIsForced Bool
Waves Start Waves Initial waves size. Applied independently of cloud cover settings. IntelWavesStart Number
Waves Forecast Waves Forecasted waves size. IntelWavesForecast Number
Manual Override Wind Enables manual settings in this category. When disabled, the engine will calculate the values automatically. IntelWindIsForced Bool
Wind Start Wind Initial wind strength. Together with wind direction, it influences how clouds, smoke, vegetation or flags are moving. IntelWindStart Number
Wind Forecast Wind Forecasted wind strength. IntelWindForecast 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. IntelWindGustStart Number
Gusts Forecast Wind Forecasted gusts value. IntelWindGustForecast Number
Direction Start Wind Initial wind direction. IntelWindDirectionStart Number
Direction Forecast Wind Forecasted wind direction. IntelWindDirectionForecast Number


Multiplayer 编辑

Info Development
Name Category Description Property Type
Game Type Type Scenario type shown in the server browser and in the loading screen. GameType String
Min Players Type Minimum number of required players. MinPlayers Number
Max Players Type Minimum number of allowed players. MaxPlayers Number
Summary Lobby Short summary shown in the scenario lobby. IntelOverviewText 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.

DisabledAI 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. JoinUnassigned 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.
Respawn Number
Rulesets Respawn Specific respawn rulesets based on currently selected 'Respawn'. RespawnTemplates Array
Respawn Delay Respawn Time in seconds after which players respawn. RespawnDelay Number
Vehicle Respawn Delay Respawn Time in seconds after which vehicles respawn. RespawnVehicleDelay Number
Show Scoreboard Respawn When enabled, the scoreboard is shown while waiting for respawn. May be subdued by some respawn rulesets. RespawnDialog Bool
Allow Manual Respawn Respawn When enabled, players will have the option to manually respawn in the pause menu. RespawnButton 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. EnableTeamSwitch Bool
Allow AI Score Respawn When enabled, the score of playable characters controlled by AI will appear on the scoreboard. AIKills Bool


Garbage Collection 编辑

Info Development
Name Category Description Property Type
Mode Character Corpses Garbage collecting mode.

Available options:

  • None
  • All scenario objects
  • Only objects that can respawn
  • Only objects that cannot respawn
CorpseManagerMode Number
Limit Character Corpses Maximum allowed number of dead bodies in the scenario. CorpseLimit Number
Min Delay Character Corpses Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. CorpseRemovalMinTime Number
Max Delay Character Corpses Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. CorpseRemovalMaxTime Number
Mode Vehicle Wrecks Garbage collecting mode.

Available options:

  • None
  • All scenario objects
  • Only objects that can respawn
  • Only objects that cannot respawn
WreckManagerMode Number
Limit Vehicle Wrecks Maximum allowed number of dead bodies in the scenario. WreckLimit Number
Min Delay Vehicle Wrecks Time in seconds before a dead body is removed when the number of dead bodies exceeds the 'Limit'. WreckRemovalMinTime Number
Max Delay Vehicle Wrecks Time in seconds before a dead body is removed when the number of dead bodies is below or equals the 'Limit'. WreckRemovalMaxTime Number

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