ARMA: Enhanced Configuration System

The Enhanced Configuration System (ECS) is a privately developed addon for Armed Assault by the ECS team.
It was riginally written for Operation Flashpoint in 2005, to increase the Co-operative gameplay, game environment, effects, and AI reactions. The project was completely reworked for Armed Assault in February 2007. Since then, the project has grown and expanded to include many features far beyond it's original inception.
The mod was expressly intended for co-op use only and is not geared to PvP missions. It is however fully compatible in both single and multiplayers modes, including the campaign and Queen's Gambit.

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ECS Settings table

Note: Information stored here is allready in your installed version in @ECS\Bin\readme

Local *Settings

Default Name Comment Variable Parameters
ECS_local set[0, false] ECS Core disable Master ECS Core disable, negative true, set false to activate. bool
ECS_local set[1, nil] Nothing * nil nul
ECS_local set[2, true] Camera/Seagull NVG Auto-enable Camera NVG at night time when spectating. bool
ECS_local set[3, 100] Max distance sound activation Controls the sound anims trigger range (meters) integer
ECS_local set[4, 5] Max simultaneous tracking Maximum number of fired objects the object tracker will track simultaneously. (Prevents CPU overload) integer
ECS_local set[5, false] FPS Player FPS menu option bool
ECS_local set[6, false] Dynamic viewdistance Dynamic viewdistance. Based on world position (meters) bool
ECS_local set[7, [1200,5000]] Dynamic viewdistance Dynamic viewdistance, minimum/maximum (meters) controled by the current alt from the world position.
eg: taking place on top of a big tower increase your view distance.
integer
ECS_local set[8, false] Force local terraingrid Force local terraingrid bool
ECS_local set[9, 12.500000] Force local terraingrid Default is 12.500000
50.000000 = deactivate grass
integer
ECS_local set[10, false] Weather report Show the weather report bubble on screen bool
ECS_local set[11, true] Birds Dynamic birds anim (sound) bool
ECS_local set[12,true] Bugs Dynamic bugs anim (sound) bool
ECS_local set[13, true] Churchs Churchs anim bool
ECS_local set[14, 0.75] Churchs Density factor of churchs (from 0 to 1) integer
ECS_local set[15, true] Dogs Dogs anim bool
ECS_local set[16, 0.55] Dogs Density factor of dogs (from 0 to 1) integer
ECS_local set[17, true] Bistros Bistros anim bool
ECS_local set[18, 0.75] Bistros Density factor of bistros (from 0 to 1) integer
ECS_local set[19, true] Transformers Transformers anim bool
ECS_local set[20, 0.95] Transformers Density factor of transformers (from 0 to 1) integer
ECS_local set[21, true] Urbans Urbans anim bool
ECS_local set[22, 0.85] Urbans Density factor of urbans (from 0 to 1) integer
ECS_local set[23, true] Farms Farms anim bool
ECS_local set[24, 0.85] Farms Density factor of farms (from 0 to 1) integer
ECS_local set[25, true] Ruins Ruins anim bool
ECS_local set[26, 0.85] Ruins Density factor of ruins (from 0 to 1) integer
ECS_local set[27, true] Trashbin flies Trashbin flies anim bool
ECS_local set[28, 0.085] Trashbin flies Density factor of trashbin flies (from 0 to 1) integer
ECS_local set[29, true] BoatStations Boatstations anim bool
ECS_local set[30, 1] BoatStations Density factor of boatstations (from 0 to 1) integer
ECS_local set[31, true] SmokeStacks Smokestacks anim bool
ECS_local set[32, 1] SmokeStacks Density factor of smokestacks (from 0 to 1) integer
ECS_local set[33, 1500] SmokeStacks Maximun distance smokestacks can be visible (meters) integer
ECS_local set[34, true] LightHouse horns Lighthouse horns anim (when come the fog..) bool
ECS_local set[35, 1] LightHouse horns Density factor of lighthouse (from 0 to 1) integer
ECS_local set[36, true] Fountains Fountains anim bool
ECS_local set[37, 1] Fountains Density factor for fountains (from 0 to 1) integer
ECS_local set[38, true] FuelStations Fuelstations anim
(this settings must be enable to allow repair vehicle on client side)
bool
ECS_local set[39, 1] FuelStations Density factor of fuelstations (from 0 to 1) integer
ECS_local set[40, true] Bullets whiz Bullets whiz bool
ECS_local set[41, 1] Bullets whiz Probablility of whiz sound occurance (from 0 to 1) integer
ECS_local set[42, true] Incoming Tank Shell Enable Incoming Tank Shell bool
ECS_local set[43, 1] Incoming Tank Shell Probablility of incoming tank shell sound occurance (from 0 to 1) integer
ECS_local set[44, []] Incoming Tank Shell Vehicle class
Default class in ECS : ["Tank","M119","D30"]
Add here unreconized vehicle class for armor/cannon
array
ECS_local set[45, true] Explosions Tinnitus Activates the tinnitus one experiences when
a localised explosion takes place
bool
ECS_local set[46 , true] RC global (Radio Chatter) Activates the vehicle RC (radio chatter) bool
ECS_local set[47, 3] RC max radios Sets the maximum number of vehicle radios active near the player integer
ECS_local set[48 , 50] RC max distance Sets the maximum distance the radio can be heard (meters) integer
ECS_local set[49, []] RC vehicles class Default class in ECS : ["HMMWV50", "HMMWVTOW", "HMMWVMK", "HMMWV", "StrykerBase", "Stryker_ICV_M2", "Stryker_ICV_MK19", "Stryker_TOW", "UAZMG", "UAZ_AGS30", "UAZ", "BRDM2", "BRDM2_ATGM", "Skoda", "SkodaBlue", "SkodaRed", "SkodaGreen", "datsun1_civil_1_open", "datsun1_civil_2_covered", "datsun1_civil_3_open", "LandroverMG", "Landrover_Closed", "Landrover", "car_hatchback", "car_sedan", "hilux1_civil_1_open", "hilux1_civil_2_covered", "hilux1_civil_3_open", "M1Abrams", "M113", "M113_RACS", "M113Ambul", "Vulcan", "Vulcan_RACS", "BMP2", "BMP2Ambul", "T72", "ZSU", "AH1W", "UH60MG", "UH60", "AH6", "AH6_RACS", "MH6", "MH6_RACS", "AV8B", "AV8B2", "KA50", "Mi17_MG", "Mi17", "Su34", "Su34B", "A10", "RHIB", "RHIB2Turret", "DC3", "UH60MGRACS", "UH60Racs", "DATSUN_PK1", "MAA_DATSUN_PK2", "DATSUN_DSHKM1", "DATSUN_DSHKM2", "HILUX_PK1", "HILUX_PK2", "HILUX_DSHKM1", "HILUX_DSHKM2", "HMMWV_civil"]
the side and air/land type is auto defined by ECS.
Add here the additional vehicle class you want to hear radio chatter.
array
ECS_local set[50, true] WEST RC WEST RC (Radio Chatter) bool
ECS_local set[51, ["ECS_RC_US"]] WEST RC Sound pack to use for WEST (CfgECSRC class name) array
ECS_local set[52, 5] WEST RC land Land radio chatter incremental time (sec) integer
ECS_local set[53, 0.55] WEST RC land Land radio chatter % chance by time (from 0 to 1) integer
ECS_local set[54 , 5] WEST RC air Aircraft radio chatter incremental time (sec) integer
ECS_local set[55, 0.75] WEST RC air Aircraft radio chatter % chance by time (from 0 to 1) integer
ECS_local set[56 , true] EAST RC EAST RC (Radio Chatter) bool
ECS_local set[57, ["ECS_RC_RU"]] EAST RC Sound pack to use for EAST (CfgECSRC class name) array
ECS_local set[58, 5] EAST RC land Land radio chatter incremental time (sec) integer
ECS_local set[59, 0.55] EAST RC land Land radio chatter % chance by time (from 0 to 1) integer
ECS_local set[60, 5] EAST RC air Aircraft radio chatter incremental time (sec) integer
ECS_local set[61, 0.75] EAST RC air Aircraft radio chatter % chance by time (from 0 to 1) integer
ECS_local set[62 , true] RESITANCE RC (RACS) RESITANCE RC (Radio Chatter) bool
ECS_local set[63, ["ECS_RC_RACS"]] RESITANCE RC Sound pack to use for RESITANCE (CfgECSRC class name) array
ECS_local set[64 , 5] RESITANCE RC land Land radio chatter incremental time (sec) integer
ECS_local set[65, 0.55] RESITANCE RC land Land radio chatter % chance by time (from 0 to 1) integer
ECS_local set[66, 5] RESITANCE RC air Aircraft radio chatter incremental time (sec) integer
ECS_local set[67, 0.75] RESITANCE RC air Aircraft radio chatter % chance by time (from 0 to 1) integer
ECS_local set[68, true] CIVILIAN RC CIVILIAN RC (Radio Chatter) bool
ECS_local set[69, ["ECS_RC_CIV"]] CIVILIAN RC Sound pack to use for CIVILIAN (CfgECSRC class name) array
ECS_local set[70, 5] CIVILIAN RC land Land radio chatter incremental time (sec) integer
ECS_local set[71, 0.25] CIVILIAN RC land Land radio chatter % chance by time (from 0 to 1) integer
ECS_local set[72, 5] CIVILIAN RC air Aircraft radio chatter incremental time (sec)
(only active when crew in)
integer
ECS_local set[73, 0.75] CIVILIAN RC air Aircraft radio chatter % chance by time (from 0 to 1) integer
ECS_local set[74, true] ECS Blood Enables the blood spots on the ground when someone is wounded bool
ECS_local set[75, 100] Blood drops max distance The maximum distance from which blood drops can be generated from the current target camera player integer
ECS_local set[76, true] ECS Parachute Manual parachute deploy option bool
ECS_local set[77, 150] Parachute minimum auto-deploy This option includes the minimum auto-deploy for jumps from vehicle below a set limit (alt. in meters) integer
ECS_local set[78, true] Parachute altimeter Show the altimeter info bubble during the jump bool
ECS_local set[79, true] FirstAid bleeding message Show the player bleeding message warning and health status.
Does not affect bleeding but only remove the info bubble.
bool
ECS_local set[80, ["ECS_RU"]] EAST voice set Assigns the sound pack to the dynamic speaker voices for the specified side (CfgECSVoices class name) array
ECS_local set[81, ["ECS_US"]] WEST voice set Assigns the sound pack to the dynamic speaker voices for the specified side (CfgECSVoices class name) array
ECS_local set[82, ["ECS_RACS"]] RESISTANCE(RACS) voice set Assigns the sound pack to the dynamic speaker voices for the specified side (CfgECSVoices class name) array
ECS_local set[83, ["ECS_CIV"]] CIVILIAN voice set Assigns the sound pack to the dynamic speaker voices for the specified side (CfgECSVoices class name) array
ECS_local set[84, true] Player, stress Enable breathing, heartbeat, when the player is in intense combat
(Requires Master Interraction AI Control enable and AI Chat enable)
bool
ECS_local set[85, true] Air vehicle Alarm, low altitude Enables air vehicle Alarm for low altitude
(useful for foggy conditions)
bool
ECS_local set[86, false] FirstAid status message (2) Show firstaid completed status info bubble
(to see the health status after firstaid complete)
bool
IAIC

ECS_local set[87, true]
Chat (on friendlyfire only) Controls the ECS radio chat text that shows when the dynamic speaker detects a players fire is in the line of a friendly. This feature is sometimes useful in determining who is tking and is independant of "ECS_public set[10, true]"
(Requires Master Interraction AI Control enable)
bool
IAIC

ECS_local set[88, true]
Dynamic skill adjustement Controls the automated dynamic skills compensation for AI during changing day and climate conditions
(Requires Master Interraction AI Control enable)
bool
IAIC

ECS_local set[89, 50]
Max Data query Sets the maximum number of data the Control can process simultaneously. Increasing this value makes the AI respond quicker at the expense of computing power - prevents CPU overload
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[90, 240]
Alert timeout Sets the minimum time (sec) an AI stays in the ALERT mode after detecting enemy
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[91, true]
AI enhancement Determines whether the AI will function normally (default AI) or will use the ECS AI enhancer to make AI behave more inteligently. Affects local sets 92-110, 116-118
(Requires Master Interraction AI Control enable)
bool
IAIC

ECS_local set[92, true]
Flare Defines if flares are allowed. When AI enhancement is enabled, and a grenade launcher equipped AI detects enemy after nightfall, they can a shoot flare (for effect only)
(Requires Master Interraction AI Control enable)
bool
IAIC

ECS_local set[93, 0.75]
Flare rating Percent of chance the AI will fire a flare (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[94, 0.75]
Flare Mag addition rating Percent of chance the AI will have a flare add in gear if not equiped (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[95, 60]
Flare timeout Timeout (sec) before the AI can fire flare again
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[96, true]
SmokeShell Defines if smokeshells are allowed. When AI enhancement is enabled, and an AI is taking fire, the AI equiped of smokeshell has the option to toss a smokeshell in an effort to evade
(Requires Master Interraction AI Control enable)
bool
IAIC

ECS_local set[97, 0.03]
SmokeShell rating the percent of chance the AI will throw a smokeshell (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[98, 180]
SmokeShell timeout Timeout (sec) before the AI can throw smokeshell again.
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[99, true]
SuppressFire Controls whether AI with machineguns (or armed vehicle) are allowed to perform suppressive fire (support fire).
(Requires Master Interraction AI Control enable)
bool
IAIC

ECS_local set[100, 0.95]
SuppressFire rating Percent of chance the AI will support and/or suppress fire (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[101, 15]
SuppressFire timeout Time (sec) the AI remains in suppressfire mode
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[102, true]
Search House When AI enhancement is enabled, and the AI detect enemy, allows ECS to send the AI to search structures for enemy
(Requires Master Interraction AI Control enable)
bool
IAIC

ECS_local set[103, 0.95]
Search House rating Percent of chance the AI will perform a house search (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[104, 120]
Search House timeout Time (sec) the AI remains in search house mode
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[105, true]
Building capability When AI enhancement is enabled, allows ECS to send the AI to use structures, ladders, buildings to gain advantage in battle.
(Requires Master Interraction AI Control enable)
bool
IAIC

ECS_local set[106, 0.95]
Building capability rating Percent of chance the AI will use a building (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[107, 240]
Building capability timeout Time (sec) the AI remains in building use mode
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[108, true]
Unarmed runaway Controls whether unarmed AI will flee interror (panic) from armed non-friendlies (enemies)
(Requires Master Interraction AI Control enable)
bool
IAIC

ECS_local set[109, 0.75]
Unarmed runaway rating Percent of chance the AI will panic (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[110, 20]
Unarmed runaway timeout Time (sec) the AI remains in panic mode
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[111, 0.75]
Reloading rating Percent of chance the soldier will say reloading weapon (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[112, 0.95]
FragOut rating Percent of chance the soldier will say is tossing a grenade (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[113, 0.75]
TargetDown rating Percent of chance the soldier will say an enemy has been killed (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[114, 0.95]
FriendlyDown rating Percent of chance a teamate will express a friendly has been killed (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[115, 0.85]
Bullet-Rain rating Percent of chance the soldier will indicate he is taking fire (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[116, 0.75]
Bullet-Rain hit the dirt rating Percent of chance the soldier will hit the dirt when fired at (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[117, 0.85]
Incoming Grenade rating Percent of chance the soldier will indicate an enemy grenade has landed nearby (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[118, 0.75]
Incoming Grenade escape rating Percent of chance a soldier will try to run from an incoming grenade (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[119, 0.85]
Incoming rating Percent of chance the soldier will indicate enemy fire (heavy weapons) (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[120, 30]
Idle time coef Regulates the frequency of the soldier speaks 'Idle talk'
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[121, 30]
Aware time coef Regulates the frequency of the soldier speaks 'Aware talk'
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[122, 15]
Contact time coef Regulates the frequency of the soldier speaks 'Contact talk'
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[123, 15]
Combat time coef Regulates the frequency of the soldier speaks 'Combat talk'
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[124, 2]
Night multiplier Determines at what intervals the dynamic speaker may yield speech from an AI or AI's; a value of '2' means AI will speak at twice the interval (dead time) during night-time that they would in daylight.
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[125, 0.25]
Killed rating The chance that someone will cry out when killed (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
IAIC

ECS_local set[126, 0.25]
Pain rating The chance that someone will cry out when injured (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
ECS_local set[127, true] Explosions Grenade Additional Creates small additional explosion effects bool
ECS_local set[128, true] Explosions Missile Additional Creates small additional explosion effects bool
ECS_local set[129, true] Dust Storms Creates dustlets that skim the ground in high winds bool
IAIC

ECS_local set[130,0.85]
AI suppressfire sets probablilty that main gun (tank) is used for suppress fire (from 0 to 1)
(Requires Master Interraction AI Control enable)
integer
ECS_local set[131, true] Explosion and fire effects general Explosion and fire effects general (turn on all ECS fires and explosions effects) bool
ECS_local set[132,800] ECS effect (general) Max distance Max view distance of observed effects (Prevents CPU overload) integer
ECS_local set[133,15] ECS fires effect, Max fire Max number of fires runing simultaneous (Prevents CPU overload) integer
ECS_local set[134,true] ECS fires effect enable ECS fires effect (fire only) bool
ECS_local set[135,true] Tank shell explosion effect additional Tank shell explosion effect additional bool
ECS_local set[136,true] AmmoTruck explosion effect additional AmmoTruck explosion effect additional bool
ECS_local set[137,true] FuelTruck explosion effect additional FuelTruck explosion effect additional bool
ECS_local set[138,true] Armor explosion effect additional Armor explosion effect additional bool
ECS_local set[139,true] Aircraft explosion effect additional Aircraft explosion effect additional bool
ECS_local set[140,true] Flare effect additional Flare smoke effect Additional bool
ECS_local set[141,true] Burning man fire effect Burning man fire effect (vehicle crew jump in fire) (effect only) bool

IAIC (Interraction AI Control).
Note: Sounds, animations, take place only on the current target camera position and are not active on other location.

Public *Settings

Default Name Comment Variable Parameters
ECS_public set[0, 5.00] Time simulation day start Sets the simulated day/night(24h/day) based "human time" (5.00 AM is default);
Affects all the ECS urban animations.
Not to be confused with the day/night "world time" (sunrise/sunset)
determined by the ECS engine.
integer
ECS_public set[1, 19.00] Time simulation day end see ECS_public '0' integer
ECS_public set[2, true] Weather Controls the ECS dynamic weather system bool
ECS_public set[3, 45] Weather change average (time minutes) see ECS_public '2' integer
ECS_public set[4, true] StreetLamp shutdown Enable the ability to put out streetlamps by shooting at them bool
ECS_public set[5, true] Bleeding (Player) Bleeding/health loss on player bool
IAIC

ECS_public set[6, true]
Bleeding (AI) Bleeding/health loss on AI
(Requires Master Interraction AI Control enable)
bool
ECS_public set[7, true] FirstAid (player) Firstaid option player bool
IAIC

ECS_public set[8, true]
FirstAid (AI) Firstaid option AI
(Requires Master Interraction AI Control enable)
bool
M-IAIC

ECS_public set[9, true ]
Master Interraction AI Control This acts as a Master Interraction AI Control. This includes all interraction between players and AI within the ECS core, including the dynamic speaker, AI behavior modificaion, and others. bool
IAIC

ECS_public set[10, true]
AI chat enable Controls the radio chat text when AI dynamic speaker generates speech;
turn this off if you prefer to not see the text
(Requires Master Interraction AI Control enable)
bool
ECS_public set[11, true] Launcher BackBlast Rocket Launcher back-blast damage bool
ECS_public set[12, true] Building repair vehicle Ability to repair vehicles at a repair center or gas station bool
ECS_public set[13, true] Weapons malfunction Ability to get malfunction with weapons bool
ECS_public set[14, 0.01] Rifle malfunction rating Percent of chance the rifle will get malfunction (from 0 to 1) integer
ECS_public set[15, 0.01] MachineGun malfunction rating Percent of chance the machinegun (manual) will get malfunction (from 0 to 1) integer
ECS_public set[16, true] Volumetric fog Volumetric and dynamic fog effect bool
ECS_public set[17, true] Fire dammage player player near fire can be dammaged bool
ECS_public set[18, true] Buring man (crew vehicle) Allow server to simulate crew member jump out in fire after vehicle explosion bool

Note: ECS_public variables are overidden by the ECS_Server in multiplayer.