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László Major edited this page May 5, 2014 · 2 revisions

#Side relations

####adm_settings_fnc_setSideRelations Function to set side relations. More information here. Cannot be changed durong mission.

#Debug

####adm_isDebuggingEnabled Enables or diasables debugging. Can be disabled during mission, but cannot be enabled again.

Value: true, false

#General

###adm_isCachingEnabled Enables or disables caching for AI. Can not be changed during mission. Use [] call adm_api_enableCaching, [] call adm_api_disableCaching functions instead.

Value: true, false

###adm_areNVGsEnabled Enables or disables NVGs for AI. Can be changed during mission, but will only take effect for newly spawned units.

Value: true, false

#Behavior

###adm_isBehaviorEnabled Enables or disables behavior system. Cannot be changed during mission.

Value: true, false

#Camp

###adm_camp_defaultUnitTemplate Sets the default unit template class for camps. More information here. Can be changed during mission, but will only take effect for newly initialized camps.

Value: A valid unit template classname

###adm_camp_infFireteamSize Sets the number of units in a camp infantry group. Can be changed during mission, but will only take effect for newly spawned groups.

Value: Minumum 1

###adm_camp_infWaypointAmount Sets the number of waypoints a camp infantry group has in a zone. A group always has a default waypoint at the leader's spawn position, so in total there will be adm_camp_infWaypointAmount + 1 waypoints. Can be changed during mission, but will only take effect for newly spawned groups.

Value: Minumum 1

###adm_camp_techFireteamSize Sets the number of units (crew) in a camp technical group. Technicals have a driver and a gunner. Changing this number is not advised.

Value: Minumum 1

###adm_camp_techWaypointAmount Sets the number of waypoints a camp technical group has in a zone. A group always has a default waypoint at the leader's spawn position, so in total there will be adm_camp_techWaypointAmount + 1 waypoints. Can be changed during mission, but will only take effect for newly spawned groups.

Value: Minumum 1

###adm_camp_armourFireteamSize Sets the number of units (crew) in a camp armour group. Armour have a driver, a gunner and a commander. Changing this number is not advised.

Value: Minumum 1

###adm_camp_armourWaypointAmount Sets the number of waypoints a camp armour group has in a zone. A group always has a default waypoint at the leader's spawn position, so in total there will be adm_camp_armourWaypointAmount + 1 waypoints. Can be changed during mission, but will only take effect for newly spawned groups.

Value: Minumum 1

###adm_camp_aimingAccuracy See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_camp_aimingShake See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_camp_aimingSpeed See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_camp_endurance See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_camp_spotDistance See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_camp_spotTime See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_camp_courage See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_camp_reloadSpeed See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_camp_commanding See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_camp_general See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

#Patrol

###adm_patrol_defaultUnitTemplate Sets the default unit template class for patrol zones. More information here. Can be changed during mission, but will only take effect for newly initialized patrol zones.

Value: A valid unit template classname

###adm_patrol_infFireteamSize Sets the number of units in a patrolling infantry group. Can be changed during mission, but will only take effect for newly spawned groups.

Value: Minumum 1

###adm_patrol_infWaypointAmount Sets the number of waypoints a patrolling infantry group has in a zone. A group always has a default waypoint at the leader's spawn position, so in total there will be adm_patrol_infWaypointAmount + 1 waypoints. Can be changed during mission, but will only take effect for newly spawned groups.

Value: Minumum 1

###adm_patrol_techFireteamSize Sets the number of units (crew) in a patrolling technical group. Technicals have a driver and a gunner. Changing this number is not advised.

Value: Minumum 1

###adm_patrol_techWaypointAmount Sets the number of waypoints a patrolling technical group has in a zone. A group always has a default waypoint at the leader's spawn position, so in total there will be adm_patrol_techWaypointAmount + 1 waypoints. Can be changed during mission, but will only take effect for newly spawned groups.

Value: Minumum 1

###adm_patrol_armourFireteamSize Sets the number of units (crew) in a patrolling armour group. Armour have a driver, a gunner and a commander. Changing this number is not advised.

Value: Minumum 1

###adm_patrol_armourWaypointAmount Sets the number of waypoints a patrolling armour group has in a zone. A group always has a default waypoint at the leader's spawn position, so in total there will be adm_patrol_armourWaypointAmount + 1 waypoints. Can be changed during mission, but will only take effect for newly spawned groups.

Value: Minumum 1

###adm_patrol_aimingAccuracy See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_patrol_aimingShake See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_patrol_aimingSpeed See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_patrol_endurance See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_patrol_spotDistance See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_patrol_spotTime See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_patrol_courage See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_patrol_reloadSpeed See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_patrol_commanding See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_patrol_general See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

#CQC

###adm_cqc_defaultUnitTemplate Sets the default unit template class for CQC zones. More information here. Can be changed during mission, but will only take effect for newly initialized CQC zones.

Value: A valid unit template classname

###adm_cqc_infFireteamSize Sets the maximum number of units in a CQC group. Can be changed during mission, but will only take effect for newly spawned groups.

Value: Minimum 1

###adm_cqc_forceFireEnabled Sets whether forceFire is enabled or not. ForceFire forces CQC units to fire at enemies it can see. Can be disabled during mission, but can not be enabled again.

Value: true, false

###adm_cqc_aimingAccuracy See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_cqc_aimingShake See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_cqc_aimingSpeed See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_cqc_endurance See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_cqc_spotDistance See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_cqc_spotTime See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_cqc_courage See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_cqc_reloadSpeed See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_cqc_commanding See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

###adm_cqc_general See AI sub-skills on BIKI. Can be changed during mission, but will only take effect for newly spawned units.

Value: Beetween 0.0 and 1.0

#Rupture

###adm_rupture_checkTick Sets the delay between to bleedout check in seconds. Can be changed during mission, but wont take effect until the last bleedout check has not finished.

Value: Minimum 1 (Small delay can slow down game)

###adm_rupture_length Sets the time after an AI will bleedout from a hint in seconds. Can be changed during mission, but wont take effect until the last bleedout check has not finished.

Value: Minimum 1 (With smaller numbers, AI will bleedout sooner)

#Includes

##cqc_buildings.sqf

Building index for CQC units, this file includes the definitions of which buildings they can inhabit.

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