//>< // ----------------------- // CORE bCombat FEATURES // ----------------------- // Description: toggle bCombat on (true) or off (false) bcombat_enable = true; // (Boolean) Toggle feature on / off // Description: use BIS native close-cullet detection (true) or bDetect (false) bcombat_ballistics_native_handler = false; // (Boolean) Toggle feature on / off // Description: toggle debugging information on (true) or off (false) bcombat_dev_mode = false; // (Boolean) Toggle feature on / off bcombat_debug_levels = []; // Debug levels bcombat_debug_chat = true; // Debug in chat // Description: minimum timeout since last incoming bullet, for the current one to cause suppression. // As default no more than 5 ( = 1 / 0.2 ) bullets / second would cause suppression on a single AI unit. // Please be careful tweaking bcombat_incoming_bullet_timeout. // Lowering it can cause CPU overhead as well as excessive suppression-related penalties. bcombat_incoming_bullet_timeout = 0.1; // (Seconds) minimum timeout between suppressing bullets bcombat_danger_fsm_timeout = 0.1; // (Seconds) bcombat_danger_distance = 250; // (Meters) Minimum distance from shooter, for groups to automatically switch to "combat" behaviour bcombat_features_clock = 3; // (Seconds) Additional features clocking bcombat_damage_multiplier = 1.0; // (0-1) Damage multiplier. Received damage is multiplied by this value. Only infantrymen are affected. Zero makes units invulnerable. bcombat_degradation_distance = 1250; // (Meters) some bCombat features are cut when some unit is farther than this from player //>< // ----------------------------------------------------------------------------------------------------- // bCombat SUPPRESSION CONFIGURATION // ----------------------------------------------------------------------------------------------------- // Description: Bullet penalty // Triggered: whenever under fire and a close bullet is intercepted // Effect: Up to 3% of skill penalty is applied bcombat_penalty_bullet = 3; // (Percent) % // Description: Flanking penalty // Triggered: whenever under fire and shooter is firing from flank / back, // Effect: Adds up to 5% further skill penalty bcombat_penalty_flanking = 5; // (Percent) % // Description: Enemy unknown penalty // Adds further penalty to bcombat_penalty_bullet // Triggered: whenever under fire, if shooter is unknown // Effect: Adds up to 2% further skill penalty bcombat_penalty_enemy_unknown = 2; // (Percent) % // Description: Enemy contact penalty // Triggered: on first enemy contact or on further contact after area clear // Effect: up to 30% skill penalty, due to combat stress bcombat_penalty_enemy_contact = 25; // (Percent) % // Description: Explosion / ricochet penalty // Triggered: on shell exploding nearby, or close ricochet // Effect: up to 25% skill penalty bcombat_penalty_explosion = 2; // (Percent) % // Description: Casualty penalty // Triggered: when a dead unit from same group is discovered // Effect: up to 15% skill penalty bcombat_penalty_casualty = 25; // (Percent) % // Description: wounds penalty // Triggered: when a unit gets wounded // Effect: up to 10% skill penalty bcombat_penalty_wounded = 15; // (Percent) % // Description: penalty for SAFE / CARELESS mode // Triggered: if unit is in SAFE or CARELESS mode // Effect: sudden and massive loss of morale when being fired upon bcombat_penalty_safe_mode = 50; // (Percent) % // Description: penalty recovery rate // Triggered: once per second, if no penalty raising events have been triggered // Effect: up to 2% skill recovery, halved if unit is wounded bcombat_penalty_recovery = 2; // (Percent) % //>< // ----------------------------------------------------------------------------------------------------- // bCombat OPTIONAL FEATURES CONFIGURATION // ----------------------------------------------------------------------------------------------------- // Description: // Triggered: // Effect: bcombat_allow_lowerground_penalty = true; // (Boolean) Toggle feature on / off // Description: fast movement // Triggered: if active and destination is at medium distance (50-500m.) // Effect: formation is breaked, units move individually towards destination picking different routes and using cover // Known issues: units may sometimes bunch at destination bcombat_allow_fast_move = false; // (Boolean) Toggle feature on / off // Description: fast rotation // Triggered: if a known target is on flank / back // Effect: depending on stance, unit swivels faster towards target // Known issues: sometimes rotation "animation" is a bit rough // NOTE: Deprecated as of v0.15 - please keep it set to false bcombat_allow_fast_rotate = false; // (Boolean) Toggle feature on / off // Description: custom fleeing behaviour // Triggered: when morale is broken // Effect: unit leaves formation and moves away. As long as group is not destroyed it will join it back after some morale recovery. bcombat_allow_fleeing = true; // (Boolean) Toggle feature on / off // Description: surrender behaviour // Triggered: seldom, when morale is broken and fleeing // Effect: unit plays a surrender animation and gets locked there as captive // Note: needs bcombat_allow_fleeing = true bcombat_allow_surrender = false; // (Boolean) Toggle feature on / off // Description: slow down leader // Triggered: whenever a target of opportunity is spotted, or under fire // Effect: leader stops to shoot, further observe or to return fire // NOTE: Deprecated as of v0.14 - please keep it set to false bcombat_slow_leaders = false; // (Boolean) Toggle feature on / off // Description: return fire on shooter // Triggered: if unit is under fire and has line of sight on shooter // Effect: return fire on shooter. Unit may blind fire as long as bcombat_allow_suppressive_fire = true bcombat_allow_fire_back = true; // (Boolean) Toggle feature on / off // Description: return fire onto enemy threatening another unit from same group // Triggered: when a close unit (same group) comes under fire // Effect: return fire on shooter. Unit may blind fire as long as bcombat_allow_suppressive_fire = true bcombat_allow_fire_back_group = true; // (Boolean) Toggle feature on / off bcombat_fire_back_group_max_enemy_distance = 500; // (Number) Maximum distance (meters) of the threatening enemy bcombat_fire_back_group_max_friend_distance = 250; // (Number) Maximum distance (meters) of the friendly unit being threatened // Description: suppressive fire / blind fire // Triggered: when unit has no clean line of sight on known enemy. // Effect: units bursts fire towards enemy perceived position, eventually through soft cover . // Known issues (tied to "suppressFor" scripting command problems / limitations): // * much inaccurate at short distance // * unit may fire through thick objects bcombat_allow_suppressive_fire = true; // (Boolean) Toggle feature on / off bcombat_suppressive_fire_duration = [0.1, 0.1]; // (Array) [seconds of suppressive fire for common unit, seconds of suppressive fire for for autorifleman/machinegunner] bcombat_suppressive_fire_distance = [50, 150]; // (Array) [minimum distance from target, maximum distance from target] // Description: enhanced hearing // Triggered: whenever some nearby explosion / gunshot is heard // Effect: unit is hinted about the shooter, depending on criteria such as visibility and distance. bcombat_allow_hearing = true; // (Boolean) Toggle feature on / off bcombat_allow_hearing_coef = 2; // (Number) Bullet speed / bcombat_allow_hearing_coef = max. hearing distance (e.g. 900 meters/sec : 3 = max. hearing distance 300m.) bcombat_allow_hearing_grenade_distance = 250; // (Meters) Max. distance for grenade hearing // Description: CQB hand grenade throwing // Triggered: whenever unit has a hand grenade + enemy is known and near // Effect: a grenade is thrown // Known issues: possible frendly fire issues bcombat_allow_grenades = true; // (Boolean) Toggle feature on / off bcombat_grenades_additional_number = 1; // (Number) number of additional grenades to be automatically ADDED to unit loadout bcombat_grenades_distance = [6,45,6]; // (Array) [ minimum distance, maximum distance, min. distance from target for friendly units] bcombat_grenades_timeout = [15, 10]; // (Array) [ unit timeout, group timeout ] bcombat_grenades_no_los_only = true; // (Boolean) Whether enemy should be out of line-of-sight, for a unit to throw grenade // Description: smoke grenade throwing // Triggered: whenever unit get under fire while moving slow, or if unit is leader or formation leader // Effect: a smoke grenade is thrown bcombat_allow_smoke_grenades = true; // (Boolean) Toggle feature on / off bcombat_smoke_grenades_additional_number = 0; // (Number) number of additional smoke grenades to be automatically ADDED to unit loadout bcombat_smoke_grenades_distance = [75, 250, 0]; // (Array) [ minimum distance, maximum distance, min. distance from target for friendly units] bcombat_smoke_grenades_timeout = [30, 10]; // (Array) [ unit timeout, group timeout ] // Description: investigation behavoiur // Triggered: if no enemy is known and some explosion / gunshot is heard, or another unit from same group gets killed // Effect: unit may move to event position // Note: needs bcombat_allow_hearing = true bcombat_allow_investigate = true; // (Boolean) Toggle feature on / off bcombat_investigate_max_distance = 250; // (Number) maximum distance from unit, for position to be investigated // Description: allow fatigue // Effect: allows for vanilla fatigue effects bcombat_allow_fatigue = false; // (Boolean) Toggle feature on / off // Description: evasive movement to (nearby) cover // Triggered: whenever under fire and enemy is in line of sight or unit is close to roads // Effect: unit moves towards some nearby object / building to get some cover // Known issues: this behaviour is known to be overriden by vanilla AI under some circumstances bcombat_allow_cover = true; // (Boolean) Toggle feature on / off bcombat_cover_mode = 1; // (0,1) 0 = apply only to leader, 1 = apply to all units bcombat_cover_radius = [15, 0]; // (Array) [ maximum distance from object, maximum distance from building] // Description: "target and chase" behaviour // Triggered: whenever unit has no target and it's close to a enemy // Effect: unit locks enemy as target moves towards its position bcombat_allow_targeting = true; // (Boolean) Toggle feature on / off bcombat_targeting_max_distance = [100, 250]; // (Array) [ maximum distance, maximum distance if combatMode is "RED"] // Description: tighten formation // Triggered: whenever some in-formation unit falls behind // Effect: unit is automatically ordered to fall back into formation // Known issues: for player led groups thightened formation is breaking the ADVANCE command bcombat_allow_tightened_formation = false; // (Boolean) Toggle feature on / off bcombat_tightened_formation_max_distance = 50; // (Meters) Maximum distance a unit can go off formation before being ordered to fall back // Description: friendly fire damage cap // Triggered: whenever unit is hit by a friendly unit (player excluded) // Effect: limit max. damage to 0-1( 1 = no limit) bcombat_allow_friendly_capped_damage = true; // (Boolean) Toggle feature on / off bcombat_friendly_fire_max_damage = 0.8; // (0-1) damage cap ( 0 = allow no damage ) // Description: stop / overwatch // Triggered: on unit following leader or formation leader // Effect: unit is allowed to provide prolonged suppressive fire, while rest of formation moves on bcombat_stop_overwatch = true; // (Boolean) Toggle feature on / off bcombat_stop_overwatch_mode = 0; // (0,1) 0 = apply only to machinegunners, 1 = apply to all units bcombat_stop_overwatch_max_distance = [75, 150]; // (Array) [max distance from leader to begin overwatch, max distance from leader to (force) end overwatch] // Description: CQB awareness improvements // Triggered: on short distance // Effect: depending on skill, unit is made more aware of nearby known threats // NOTE: this feature may cause sensible computational overhead. Set options wisely. bcombat_cqb_radar = true; // (Boolean) Toggle feature on / off bcombat_cqb_radar_clock = [0.5, 2]; // (Seconds) internal feaures clocking. Never use values below 0.1 ( = 10 times / second). bcombat_cqb_radar_max_distance = 75; // (Meters) Features are activated under this distance bcombat_cqb_radar_params = [104, 5, 0, 5]; // (Array) [max. angle, min. precision, min. knowsabout, max enemy .speed] - Don't edit this. // Description: misc animations as a tribute to "tonyRanger" // Triggered: seldom, when under fire // Effect: a prone rolling animation is played to evade enemy fire bcombat_fancy_moves = true; // (Boolean) Toggle feature on / off bcombat_fancy_moves_frequency = 0.03; // (0-1) Probability of occurring. 0=never (0%), 1=all the time (100%). // Description: remove night vision devices from any created / spawned units // Triggered: on unit creation / spawn // Effect: any night vision device is removed from unit bcombat_remove_nvgoggles = false; // (Boolean) // Description: Stance handling options // Triggered: when any events occur (suppression, enemy detected, ...) // Effect: control on unit stance bcombat_stance_prone_min_distance = 50; // (Meters) // Description: Skill modifiers // Triggered: // Effect: bcombat_skill_multiplier = 1; // (0-1) Unit skill is multiplied by this value. It affects accuracy as well. Allowed range is 0 to 1 bcombat_skill_linearity = 1.25; // (0-1) linearity of skill: 2 means quadratic bcombat_skill_min_player_group = 0.5; // (0-1) enforce minimum skill for units in player group // Description: Toggles startup hint // Triggered: at mission start // Effect: show / hides bCombat startup hint bcombat_startup_hint = true; //><