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R3vo edited this page Jan 12, 2025 · 4 revisions

Total number of Attributes: 316

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:

```

==== Volume (Music) ====

Property: ''ENH_musicVolume''


Default Value: 
```sqf

Volume (Radio)

Property: ENH_radioVolume

Default Value:

```

==== Volume (Environment) ====

Property: ''ENH_environmentVolume''


Default Value: 
```sqf

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, '']

Mission Events - Global Subcategory

Description: Event Handlers are triggered upon certain events. The event handler is added globally. See <t colorLink="#e69710"></t>Arma 3 - Mission Event Handlers and <t colorLink="#e69710"></t>addMissionEventHandler for more information. The event ID is available through the variable 'ENH_MissionEventHandlers_EVENTNAME_ID'.

ArtilleryShellFired

Property: ENH_MissionEventHandlers_ArtilleryShellFired

Default Value:

''

BuildingChanged

Property: ENH_MissionEventHandlers_BuildingChanged

Default Value:

''

CommandModeChanged

Property: ENH_MissionEventHandlers_CommandModeChanged

Default Value:

''

ControlsShifted

Property: ENH_MissionEventHandlers_ControlsShifted

Default Value:

''

Draw2D

Property: ENH_MissionEventHandlers_Draw2D

Default Value:

''

Draw3D

Property: ENH_MissionEventHandlers_Draw3D

Default Value:

''

Drowned

Property: ENH_MissionEventHandlers_Drowned

Default Value:

''

EachFrame

Property: ENH_MissionEventHandlers_EachFrame

Default Value:

''

Ended

Property: ENH_MissionEventHandlers_Ended

Default Value:

''

MPEnded

Property: ENH_MissionEventHandlers_MPEnded

Default Value:

''

EntityCreated

Property: ENH_MissionEventHandlers_EntityCreated

Default Value:

''

EntityDeleted

Property: ENH_MissionEventHandlers_EntityDeleted

Default Value:

''

EntityKilled

Property: ENH_MissionEventHandlers_EntityKilled

Default Value:

''

EntityRespawned

Property: ENH_MissionEventHandlers_EntityRespawned

Default Value:

''

ExtensionCallback

Property: ENH_MissionEventHandlers_ExtensionCallback

Default Value:

''

GroupCreated

Property: ENH_MissionEventHandlers_GroupCreated

Default Value:

''

GroupDeleted

Property: ENH_MissionEventHandlers_GroupDeleted

Default Value:

''

GroupIconClick

Property: ENH_MissionEventHandlers_GroupIconClick

Default Value:

''

GroupIconOverEnter

Property: ENH_MissionEventHandlers_GroupIconOverEnter

Default Value:

''

GroupIconOverLeave

Property: ENH_MissionEventHandlers_GroupIconOverLeave

Default Value:

''

HandleAccTime

Property: ENH_MissionEventHandlers_HandleAccTime

Default Value:

''

HandleChatMessage

Property: ENH_MissionEventHandlers_HandleChatMessage

Default Value:

''

HCGroupSelectionChanged

Property: ENH_MissionEventHandlers_HCGroupSelectionChanged

Default Value:

''

Loaded

Property: ENH_MissionEventHandlers_Loaded

Default Value:

''

Map

Property: ENH_MissionEventHandlers_Map

Default Value:

''

MapSingleClick

Property: ENH_MissionEventHandlers_MapSingleClick

Default Value:

''

MarkerCreated

Property: ENH_MissionEventHandlers_MarkerCreated

Default Value:

''

MarkerDeleted

Property: ENH_MissionEventHandlers_MarkerDeleted

Default Value:

''

MarkerUpdated

Property: ENH_MissionEventHandlers_MarkerUpdated

Default Value:

''

PlayerViewChanged

Property: ENH_MissionEventHandlers_PlayerViewChanged

Default Value:

''

PreloadStarted

Property: ENH_MissionEventHandlers_PreloadStarted

Default Value:

''

PreloadFinished

Property: ENH_MissionEventHandlers_PreloadFinished

Default Value:

''

ProjectileCreated

Property: ENH_MissionEventHandlers_ProjectileCreated

Default Value:

''

SaveGame

Property: ENH_MissionEventHandlers_SaveGame

Default Value:

''

ScriptError

Property: ENH_MissionEventHandlers_ScriptError

Default Value:

''

SelectedActionPerformed

Property: ENH_MissionEventHandlers_SelectedActionPerformed

Default Value:

''

SelectedActionChanged

Property: ENH_MissionEventHandlers_SelectedActionChanged

Default Value:

''

SelectedRotorLibActionPerformed

Property: ENH_MissionEventHandlers_SelectedRotorLibActionPerformed

Default Value:

''

SelectedRotorLibActionChanged

Property: ENH_MissionEventHandlers_SelectedRotorLibActionChanged

Default Value:

''

Service

Property: ENH_MissionEventHandlers_Service

Default Value:

''

TeamSwitch

Property: ENH_MissionEventHandlers_TeamSwitch

Default Value:

''

UAVCrewCreated

Property: ENH_MissionEventHandlers_UAVCrewCreated

Default Value:

''

Mission Events - Server Subcategory

Description: Event Handlers are triggered upon certain events. The event handler is added on the server only. See <t colorLink="#e69710"></t>Arma 3 - Mission Event Handlers and <t colorLink="#e69710"></t>addMissionEventHandler for more information. The event ID is available through the variable 'ENH_MissionEventHandlers_EVENTNAME_ID'.

HandleDisconnect

Property: ENH_MissionEventHandlers_HandleDisconnect

Default Value:

''

OnUserConnected

Property: ENH_MissionEventHandlers_OnUserConnected

Default Value:

''

OnUserDisconnected

Property: ENH_MissionEventHandlers_OnUserDisconnected

Default Value:

''

OnUserClientStateChanged

Property: ENH_MissionEventHandlers_OnUserClientStateChanged

Default Value:

''

OnUserAdminStateChanged

Property: ENH_MissionEventHandlers_OnUserAdminStateChanged

Default Value:

''

OnUserSelectedPlayer

Property: ENH_MissionEventHandlers_OnUserSelectedPlayer

Default Value:

''

OnUserKicked

Property: ENH_MissionEventHandlers_OnUserKicked

Default Value:

''

PlayerConnected

Property: ENH_MissionEventHandlers_PlayerConnected

Default Value:

''

PlayerDisconnected

Property: ENH_MissionEventHandlers_PlayerDisconnected

Default Value:

''

Music Events - Global Subcategory

Description: Event Handlers are triggered upon certain events. The event handler is added on every client with an interface. See <t colorLink="#e69710"></t>Arma 3 - Music Event Handlers and <t colorLink="#e69710"></t>addMusicEventHandler for more information. The event ID is available through the variable 'ENH_MusicEventHandlers_EVENTNAME_ID'.

MusicStart

Property: ENH_MusicEventHandlers_MusicStart

Default Value:

''

MusicStop

Property: ENH_MusicEventHandlers_MusicStop

Default Value:

''

Intel Attributes

Date

Time Multiplier

Description: Sets how fast the time will pass.

Property: ENH_timeMultiplier

Default Value:

```

== 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: 
```sqf

Object View Distance

Property: ENH_objViewDistance

Default Value:

```

=== Terrain Detail ===

Property: ''ENH_terrainDetail''


Default Value: 
```sqf

Multiplayer Attributes

Respawn

Respawn Tickets BLUFOR

Property: ENH_respawnTickets_west

Default Value:

```

=== Respawn Tickets OPFOR ===

Property: ''ENH_respawnTickets_east''


Default Value: 
```sqf

Respawn Tickets Independent

Property: ENH_respawnTickets_independent

Default Value:

```

=== Respawn Tickets Civilian ===

Property: ''ENH_respawnTickets_civilian''


Default Value: 
```sqf

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', '']

Blacklist

Property: ENH_BackupMissionSQMBlacklist

Default Value:

profileNamespace getVariable ['ENH_EditorPreferences_BackupMissionSQMBlacklist', '']

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]

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:

```

== States ==
=== Visibility ===

Description: Defines the visibility of the object.

Property: ''ENH_featureTypeNew''

Default Value: 
```sqf

Add Flag

Property: ENH_forceFlag

Default Value:

''

Unladen Weight

Property: ENH_setMass

Default Value:

1

Leakage

Property: ENH_WaterLeakiness

Default Value:

getWaterLeakiness _this

Speed Limit

Property: ENH_limitSpeed

Default Value:

```

=== Fuel Consumption Coefficient ===

Property: ''ENH_FuelConsumptionCoef''


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

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:

```

== Equipment Storage ==
=== Add Gun Light ===

Description: Forces unit to have gun light turned on.

Property: ''ENH_addGunLight''

Default Value: 
```sqf
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:

```

==== Aiming Speed ====

Property: ''ENH_aimingSpeed''


Default Value: 
```sqf

Aiming Accuracy

Property: ENH_aimingAccuracy

Default Value:

```

==== Commanding ====

Property: ''ENH_commanding''


Default Value: 
```sqf

Courage

Property: ENH_courage

Default Value:

```

==== General ====

Property: ''enh_general''


Default Value: 
```sqf

Reload Speed

Property: ENH_reloadingSpeed

Default Value:

```

==== Spot Distance ====

Property: ''ENH_spotDistance''


Default Value: 
```sqf

Spot Time

Property: ENH_spotTime

Default Value:

```

==== Fleeing Coefficient ====

Property: ''ENH_allowFleeing''


Default Value: 
```sqf

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:

```

==== Audible Coefficient ====

Property: ''ENH_unitTraits_audibleCoef''


Default Value: 
```sqf

Load Coefficient

Property: ENH_unitTraits_loadCoef

Default Value:

```

=== Hold Action Subcategory ===
Description: Adds a hold action to this entity.
==== Hold Action ====

Property: ''ENH_HoldAction''


Default Value: 
```sqf
['', '\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, true]

Events Subcategory

Description: Event Handlers are triggered upon certain events. The event handler is added where the entity is local. Event parameters are passed to it via the <t colorLink="#e69710"></t>_this variable. See <t colorLink="#e69710"></t>Arma 3 - Event Handlers and <t colorLink="#e69710"></t>addEventHandler for more information.

AnimChanged

Property: ENH_EventHandlers_AnimChanged

Default Value:

''

AnimDone

Property: ENH_EventHandlers_AnimDone

Default Value:

''

AnimStateChanged

Property: ENH_EventHandlers_AnimStateChanged

Default Value:

''

Assembled

Property: ENH_EventHandlers_Assembled

Default Value:

''

Attached

Property: ENH_EventHandlers_Attached

Default Value:

''

CargoLoaded

Property: ENH_EventHandlers_CargoLoaded

Default Value:

''

CargoUnloaded

Property: ENH_EventHandlers_CargoUnloaded

Default Value:

''

ContainerClosed

Property: ENH_EventHandlers_ContainerClosed

Default Value:

''

ContainerOpened

Property: ENH_EventHandlers_ContainerOpened

Default Value:

''

ControlsShifted

Property: ENH_EventHandlers_ControlsShifted

Default Value:

''

Dammaged

Property: ENH_EventHandlers_Dammaged

Default Value:

''

Deleted

Property: ENH_EventHandlers_Deleted

Default Value:

''

Detached

Property: ENH_EventHandlers_Detached

Default Value:

''

Disassembled

Property: ENH_EventHandlers_Disassembled

Default Value:

''

Engine

Property: ENH_EventHandlers_Engine

Default Value:

''

EpeContact

Property: ENH_EventHandlers_EpeContact

Default Value:

''

EpeContactEnd

Property: ENH_EventHandlers_EpeContactEnd

Default Value:

''

EpeContactStart

Property: ENH_EventHandlers_EpeContactStart

Default Value:

''

Explosion

Property: ENH_EventHandlers_Explosion

Default Value:

''

Fired

Property: ENH_EventHandlers_Fired

Default Value:

''

FiredMan

Property: ENH_EventHandlers_FiredMan

Default Value:

''

FiredNear

Property: ENH_EventHandlers_FiredNear

Default Value:

''

Fuel

Property: ENH_EventHandlers_Fuel

Default Value:

''

Gear

Property: ENH_EventHandlers_Gear

Default Value:

''

GestureChanged

Property: ENH_EventHandlers_GestureChanged

Default Value:

''

GestureDone

Property: ENH_EventHandlers_GestureDone

Default Value:

''

GetIn

Property: ENH_EventHandlers_GetIn

Default Value:

''

GetInMan

Property: ENH_EventHandlers_GetInMan

Default Value:

''

GetOut

Property: ENH_EventHandlers_GetOut

Default Value:

''

GetOutMan

Property: ENH_EventHandlers_GetOutMan

Default Value:

''

HandleDamage

Property: ENH_EventHandlers_HandleDamage

Default Value:

''

HandleHeal

Property: ENH_EventHandlers_HandleHeal

Default Value:

''

HandleIdentity

Property: ENH_EventHandlers_HandleIdentity

Default Value:

''

HandleRating

Property: ENH_EventHandlers_HandleRating

Default Value:

''

HandleScore

Property: ENH_EventHandlers_HandleScore

Default Value:

''

Hit

Property: ENH_EventHandlers_Hit

Default Value:

''

HitPart

Property: ENH_EventHandlers_HitPart

Default Value:

''

IncomingMissile

Property: ENH_EventHandlers_IncomingMissile

Default Value:

''

InventoryClosed

Property: ENH_EventHandlers_InventoryClosed

Default Value:

''

InventoryOpened

Property: ENH_EventHandlers_InventoryOpened

Default Value:

''

Killed

Property: ENH_EventHandlers_Killed

Default Value:

''

LandedStopped

Property: ENH_EventHandlers_LandedStopped

Default Value:

''

LandedTouchDown

Property: ENH_EventHandlers_LandedTouchDown

Default Value:

''

Landing

Property: ENH_EventHandlers_Landing

Default Value:

''

LandingCanceled

Property: ENH_EventHandlers_LandingCanceled

Default Value:

''

LeaningChanged

Property: ENH_EventHandlers_LeaningChanged

Default Value:

''

Local

Property: ENH_EventHandlers_Local

Default Value:

''

MagazineUnloaded

Property: ENH_EventHandlers_MagazineUnloaded

Default Value:

''

OpticsModeChanged

Property: ENH_EventHandlers_OpticsModeChanged

Default Value:

''

OpticsSwitch

Property: ENH_EventHandlers_OpticsSwitch

Default Value:

''

PeriscopeElevationChanged

Property: ENH_EventHandlers_PeriscopeElevationChanged

Default Value:

''

Put

Property: ENH_EventHandlers_Put

Default Value:

''

Reloaded

Property: ENH_EventHandlers_Reloaded

Default Value:

''

Respawn

Property: ENH_EventHandlers_Respawn

Default Value:

''

RopeAttach

Property: ENH_EventHandlers_RopeAttach

Default Value:

''

RopeBreak

Property: ENH_EventHandlers_RopeBreak

Default Value:

''

SeatSwitched

Property: ENH_EventHandlers_SeatSwitched

Default Value:

''

SeatSwitchedMan

Property: ENH_EventHandlers_SeatSwitchedMan

Default Value:

''

SlotItemChanged

Property: ENH_EventHandlers_SlotItemChanged

Default Value:

''

SoundPlayed

Property: ENH_EventHandlers_SoundPlayed

Default Value:

''

Suppressed

Property: ENH_EventHandlers_Suppressed

Default Value:

''

Take

Property: ENH_EventHandlers_Take

Default Value:

''

TaskSetAsCurrent

Property: ENH_EventHandlers_TaskSetAsCurrent

Default Value:

''

TurnIn

Property: ENH_EventHandlers_TurnIn

Default Value:

''

TurnOut

Property: ENH_EventHandlers_TurnOut

Default Value:

''

VisionModeChanged

Property: ENH_EventHandlers_VisionModeChanged

Default Value:

''

WeaponAssembled

Property: ENH_EventHandlers_WeaponAssembled

Default Value:

''

WeaponChanged

Property: ENH_EventHandlers_WeaponChanged

Default Value:

''

WeaponDeployed

Property: ENH_EventHandlers_WeaponDeployed

Default Value:

''

WeaponDisassembled

Property: ENH_EventHandlers_WeaponDisassembled

Default Value:

''

WeaponRested

Property: ENH_EventHandlers_WeaponRested

Default Value:

''

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:

```

=== 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: 
```sqf
['', 'Default', '', true, true]

Events Subcategory

Description: Event Handlers are triggered upon certain events. The event handler is added where the entity is local. Event parameters are passed to it via the <t colorLink="#e69710"></t>_this variable. See <t colorLink="#e69710"></t>Arma 3 - Event Handlers and <t colorLink="#e69710"></t>addEventHandler for more information.

CombatModeChanged

Property: ENH_EventHandlers_CombatModeChanged

Default Value:

''

CommandChanged

Property: ENH_EventHandlers_CommandChanged

Default Value:

''

Deleted

Property: ENH_EventHandlers_Deleted

Default Value:

''

Empty

Property: ENH_EventHandlers_Empty

Default Value:

''

EnableAttackChanged

Property: ENH_EventHandlers_EnableAttackChanged

Default Value:

''

EnemyDetected

Property: ENH_EventHandlers_EnemyDetected

Default Value:

''

Fleeing

Property: ENH_EventHandlers_Fleeing

Default Value:

''

FormationChanged

Property: ENH_EventHandlers_FormationChanged

Default Value:

''

GroupIdChanged

Property: ENH_EventHandlers_GroupIdChanged

Default Value:

''

KnowsAboutChanged

Property: ENH_EventHandlers_KnowsAboutChanged

Default Value:

''

LeaderChanged

Property: ENH_EventHandlers_LeaderChanged

Default Value:

''

Local

Property: ENH_EventHandlers_Local

Default Value:

''

SpeedModeChanged

Property: ENH_EventHandlers_SpeedModeChanged

Default Value:

''

UnitJoined

Property: ENH_EventHandlers_UnitJoined

Default Value:

''

UnitKilled

Property: ENH_EventHandlers_UnitKilled

Default Value:

''

UnitLeft

Property: ENH_EventHandlers_UnitLeft

Default Value:

''

VehicleAdded

Property: ENH_EventHandlers_VehicleAdded

Default Value:

''

VehicleRemoved

Property: ENH_EventHandlers_VehicleRemoved

Default Value:

''

WaypointComplete

Property: ENH_EventHandlers_WaypointComplete

Default Value:

''

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:

```

== Hide on Start ==
=== Hide on Start ===

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

Property: ''ENH_markerHideOnStart''

Default Value: 
```sqf
false

Condition

Property: ENH_markerShowOnCondition

Default Value:

''
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