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 |