Custom missions
name:t="basic_multiplayer_mission"
The first and the most important thing that is needed to make the mission work is to make it possible for players to join to the battle. You can do that by adding "slots", multiplayer mission needs to have at least two of them to be playable.
The second thing that you need to do is to make it possible for players to spawn in your mission, both teams need to have at least one spawn zone per team, but it is the best to add at least ten areas which will be added to the Squad unit to avoid some issues like players spawning in each other. It is recommended to use at least one Squad unit with areas for spawn zones per unit type, so for example one for planes, one for tanks and then another set for the other team, so four Squads in total and 10+ spawn zone areas per squad.
Notes:
The same method works also for the carriers.
Spawns can be assigned to units and that makes it possible to spawn next to them as long as they are alive.
Notes:
This step of making a multiplayer mission is optional, but since capture zones can be used as a main objective of the mission and they are really easy to make it is not a bad idea to make one, it will also give the AI units some tasks, otherwise they would just stay at spawn zones.
Now when everything is finished the mission should be saved and uploaded to a file hosting service, it is not hard to find one of them and if there are any issues you can always upload your mission on live.warthunder.com.
That's all, now all you need to do is to upload your mission somewhere or on live.warthunder.com site, but don't forget to add a proper image and description for your mission. You will find more details here.
Remember that after every mission update on live.warthunder.com it generates a new download link which needs to be copied to the game.
Main options and functions used in multiplayer missions.
| Option | Description |
|---|---|
| scoreLimit | Total amount of tickets in MP mission (by default it is set to 500) |
| timeLimit | Time limit in MP mission (by default it is set to 30 minutes) |
| deathPenaltyMul | Sets the multiplier of removed tickets after someone dies (by default it is set to 1.0 = 100 tickets per death) |
| postfix | Adds a gamemode name before the mission name
Note: There's a missionNamePostfix condition which lets you check the mission postfix |
| ctaCaptureZoneEqualPenaltyMult | Sets the multiplier of tickets drain when both teams have captured the same amount of zones (when each team have at least 1 zone captured, both team will lose tickets with this mul) |
| ctaCaptureZoneDiffPenaltyExp | When one team have on N more captured zones - enemy tickets will decrease faster. Mul calc as (if zones_num_t1 < zones_num_t2):(zones_num_t2 - zones_num_t1) ^ ctaCaptureZoneDiffPenaltyExp |
| useAlternativeMapCoord | If checked will use alternative map coordinates |
| useKillStreaks | Unknown |
| allowedKillStreaks | Unknown |
| nameKillStreaks:t="" | Adds killstreak system from Arcade Battles (spawning in airplanes or helicopters after getting required amount of kills), you need to add this line manually by editing the mission blk file
Available killstreak presets:
|
| randomSpawnTeams | Unknown |
| remapAiTankModels | Unknown |
| isBotsAllowed | Disables or enables bots |
| battleAreaColorPreset | Select the color type of the battle area |
| ingnoreInvulnerableTimer | Disable or enable a spawn protection (making the player not able to be damaged) |
| allowedUnitTypes | Select which unit types are allowed in your mission |
| useCustomSuperArtillery | Enable or disable custom artillery type for use in tanks and ships
Note: You can also enable or disable it by using missionCustomArtillery action |
| customSuperArtillery | Sets the custom artillery type
Available custom artillery types:
|
| missionType | Lets you select a mission type which you will be able to select in game (you need to set it up by adding proper actions and conditions) |
| maxRespawns | Set the number of available respawns |
| allowEmptyTeams | Lets you play alone in multiplayer missions |
| missionCostMul | Unknown |
| respawnTimeMultiplier | Sets a multiplier of how long it will take to respawn (respawn counter) |
| useSpawnScore | Enables Spawn Points system (for more details check Enabling Spawn Points system category) |
| country_allies | Set a country for the first team |
| country_axis | Set a country for the second team |
| mission | Makes it possible to set different mission settings like tickets amount for different gamemodes (AB, RB, SB) |
| groundKillWpBudget | Unknown
|
| disableDrag | Disabled drag for all weapons, needs to be added manually to the mission file (it's a boolean parameter, so you have to add :b=yes or :b=no after its name) |
| disableGravity | Disables gravity for all weapons, needs to be added manually to the mission file (it's a boolean parameter, so you have to add :b=yes or :b=no after its name) |
| hideDamageFromPlayer | Hides the vehicle or plane's icon that shows taken damage, needs to be added manually to the mission file (it's a boolean parameter, so you have to add :b=yes or :b=no after its name) |
| useDeathmatchHUD | Replaces the default bar at the top of screen with a kill and time counter, needs to be added manually to the mission file (it's a boolean parameter, so you have to add :b=yes or :b=no after its name) |
| killOutOfBattleAreaUnit | Makes it so selected unit spawns when the player is out of battle area and then destroys player's unit, needs to be added manually to the mission file (it's a text parameter, so you have to add :t="" with unit's name after its name, you have to add that unit to your mission) |
| killLimit | Adds a kill limit (it's an integer parameter, so you have to add :i= with the number after its name) |
| timeLimit | Adds a time limit, needs to be added manually to the mission file (it's an integer parameter, so you have to add :i= with the number after its name) |
| timeLimitRound | Adds a time limit per round, needs to be added manually to the mission file (it's an integer parameter, so you have to add :i= with the number after its name) |
| noRespawns | Disables or enables respawns (it's a boolean parameter, so you have to add :b=yes or :b=no after its name) |
| colorTeamA | Replaces existing team A color with the custom RGBA color (to make it work you have to add :c= with a color numbers, for example colorTeamA:c=242, 139, 67, 255) |
| colorTeamB | Replaces existing team B color with the custom RGBA color (to make it work you have to add :c= with a color numbers, for example colorTeamB:c=23, 157, 152, 255) |
| ignoreInvulnerableTimer | Disables invulnerability after respawns (it's a boolean parameter, so you have to add :b=yes or :b=no after its name) |
| moveCloudsHole | Placeholder (it's a boolean parameter, so you have to add :b=yes or :b=no after its name) |
| rendinstMaxHeight | Placeholder (it's a real parameter, so you have to add :r= after its name and some numbers) |
| checkFriendlyFireAlsoFromAircrafts | Placeholder (it's a boolean parameter, so you have to add :b=yes or :b=no after its name) |
| hudUseModernMarkers | Placeholder (it's a boolean parameter, so you have to add :b=yes or :b=no after its name) |
| isTankGunnerCameraFromSightForced | Forces the option "Camera from tank gunner sight" to be enabled for everyone |
| allowSinglePlayerInFfa | Unknown |
Various gamemode types or functionalities that can be disabled or enabled.
| Option | Description |
|---|---|
| gt_mp_tickets | Enables or disables tickets functionality (can be used in SP missions) |
| gt_mp_capture | Enables or disables capture zones (by using missionMarkAsCaptureZone action, can be used in SP missions) |
| gt_mp_solo | Unknown |
| gt_cooperative | Parameter used for creating cooperative missions |
| gt_reload_explosives | Unknown |
| gt_ffa | If enabled, will change the mission into a free for all mode (everyone vs everyone without teams) |
| gt_race | If enabled, will change the mission into a race mode (it is the best to use it with beginRaceMode action) |
| gt_football | If enabled, will change the mission into a football mode (to make it work you need to use options from the football params tab and copy these two lines under the mission{ block: isPhysPredictionEnabled:b=yes isPreciseCollisionDetectionEnabled:b=yes ) |
| gt_last_man_standing | If enabled, will change the mission into a battle royale mode (to make it work you need to use missionSetBattleRoyaleArea action) |
| gt_mp_score | Shows the score on top of screen (killed player units, deaths, your place in team etc.) and hides the tickets bar |
| gt_versus | Disables or enables its multiplayer functionality |
If you want to make a simple team deathmatch mission leave all these options disabled (not unchecked) and if you already enabled them then press the button with three dots and disable them manually.
Spawn Points system is a feature that can allow you add an additional spawn requirement, the need of gaining Spawn Points by capturing zones or destroying units controlled by players or AI. In Realistic Battles for Ground Forces they are needed if you want to spawn in another vehicle after you lose your current one, better vehicles require more Spawn Points and every time you die it will increase Spawn Points requirements. In Enduring Confrontation game mode you need Spawn Points to spawn in better airplanes, right after joining to battle you get 200 SP which allows you to spawn in airplanes with the lowest Battle Rating in bracket of that battle (for example 5.0 in 5.0-6.3 battle) and in a vehicle that has higher BR by 0.3. This section will explain how to make this system work in the custom multiplayer missions.
Note: Spawn Points can also be controlled during the mission by using the playerAddRoundScore action
customSpawnScore{
base_respawn_points_coef:i=250
br_diff_mul_Air:r=0.0
br_diff_mul_Tank:r=0.0
br_diff_mul_Ship:r=0.0
max_br_diff:r=0.0
spawn_pow:r=0.0
spawnCostMulForFighterWithBombs:r=0.0
// If you want to add multipliers for specific vehicles units or types then add them here and remove "//"
}
| Option | Description |
|---|---|
| base_respawn_points_coef | Sets a default Spawn Points amount, for example if you set it to 1 then you will need 1 SP to spawn in vehicles
Note: If you set it to 1 you will give every vehicle an exact Spawn Points value, so if you set it to 700.0 then you will need 700 SP in game to spawn in it |
| br_diff_mul_Air | Sets a multiplier of Spawn Points for airplanes which depends on what BR do they have (the higher BR the higher needed SP amount) |
| br_diff_mul_Tank | Sets a multiplier of Spawn Points for tanks which depends on what BR do they have (the higher BR the higher needed SP amount) |
| br_diff_mul_Ship | Sets a multiplier of Spawn Points for ships which depends on what BR do they have (the higher BR the higher needed SP amount) |
| max_br_diff | Increases a difference of Spawn Points between units with different Battle Rating |
| spawn_pow | Increases Spawn Points requirements after every death |
| spawnCostMulForFighterWithBombs | Sets a multiplier of Spawn Points for airplanes with loaded bombs or other weapons |
| spawnCostMulForHelicopterWithATGM | Sets a multiplier of Spawn Points for helicopters with loaded ATGMs |
| maxRespawnPointsMul | Unknown |
| Option | Description |
|---|---|
| exp_bomber | Bomber |
| exp_fighter | Fighter |
| exp_assault | Attacker |
| exp_tank | Light / Medium tank / MBT |
| exp_heavy_tank | Heavy tank |
| exp_tank_destroyer | Tank destroyer |
| exp_SPAA | SPAAG |
| exp_helicopter | Helicopter |
| exp_ship | Boat / Cargo ship |
| exp_destroyer | Destroyer |
| exp_cruiser | Light cruiser / Heavy cruiser / Battleship |
| exp_gun_boat | Gunboat |
| exp_cv_ship | Aircraft carrier |
| exp_torpedo_boat | Torpedo boat |
| exp_torpedo_gun_boat | Torpedo gunboat / Frigate |
customSpawnScore{
base_respawn_points_coef:i=1
br_diff_mul_Air:r=0
br_diff_mul_Tank:r=0
max_br_diff:r=0
spawn_pow:r=0
us_m4a3e8_76w_sherman:r=700
us_m4a3e2_76w_sherman_jumbo:r=1100
p-47d:r=1100
p-47d-28:r=1100
p-51d-5:r=1100
p-51d-10:r=1100
p-51d-20:r=1100
p-38l:r=1100
a-20g:r=1100
germ_pzkpfw_VI_ausf_b_tiger_IIh:r=2000
germ_pzkpfw_VI_ausf_h1_tiger:r=1500
germ_pzkpfw_VI_ausf_e_tiger:r=1600
germ_pzkpfw_V_ausf_g_panther:r=1200
germ_panzerjager_nashorn:r=700
germ_panzerjager_panther:r=1400
germ_panzerbefelhswagen_jagdpanther:r=1400
fw-190a-8:r=1100
bf-109g-6:r=1100
bf-109g-10:r=1100
bf-109g-14:r=1100
}
This script allows you to set a specific number of available respawns for specific vehicles or types of them, you can limit how many times can one team respawn or how many times can players use a specific vehicle.
To make this script work:
customRules{
name:t="sharedPool"
teams{
teamA{
playerMaxSpawns:i=8
spawnLimit:i=60
limitedTags{
}
limitedActiveClasses{
}
limitedClasses{
}
limitedUnits{
}
unlimitedUnits{
}
}
teamB{
playerMaxSpawns:i=8
spawnLimit:i=60
limitedTags{
}
limitedClasses{
}
limitedActiveClasses{
}
limitedUnits{
}
unlimitedUnits{
}
}
}
}
| Option | Description |
|---|---|
| teamA | Under this block you put all units that you want to restrict for the A or 1 team |
| teamB | Under this block you put all units that you want to restrict for the B or 2 team |
| spawnLimit | Sets a maximum amount of respawn for team |
| playerMaxSpawns | Sets a maximum amount of respawns per player |
| limitedUnits | You can put there all vehicles types or specific ones and add :i= with a number, it will set a spawn amount limit for that specific unit |
| unlimitedUnits | You can set if you want to make amount of specific units unlimited (:b=yes or :b=no needs to be added after the unit's name) |
| limitedTags | Used to set the vehicle limit based on its tag |
| limitedClasses | Used to set the vehicle limit based on its unit class |
| limitedActiveClasses | Used to set the vehicle limit based on its unit class, makes it possible to limit the amount of specifc unit type being active at the same time, so for example after spawning three heavy tanks it will not be possible to spawn more until one of them is destroyed |
To set amount of respawns for a specific vehicle you need to add its name and then add :i=1 (with any number set by you) to it, you can find the list of all vehicles here.
Example:
bf-109g-14:i=1
Classes and tags have higher priority than limitedUnits and unlimitedUnits, so for example if you set the limitedTags to air:i=10 and unlimitedUnits to f-5e:b=yes then after 10 spawns it will not be possible to spawn the F-5E anymore.
It is not possible to run the mission with limitedTags or limitedClasses only, there need to be at least one unit in limitedUnits or unlimitedUnits.
| Option | Description |
|---|---|
| air | Aviation |
| type_bomber | Bomber |
| type_fighter | Fighter |
| type_assault | Attacker |
| type_interceptor | Interceptor |
| type_aa_fighter | |
| type_light_bomber | Light bomber |
| type_frontline_bomber | Frontline bomber |
| type_longrange_bomber | Long range bomber |
| bomberview | Has access to the bomber view |
| type_hydroplane | Hydroplane |
| carrier_take_off | Can takeoff from carriers |
| airfield_take_off | Can takeoff from airfields |
| none_can_spawn | |
| helicopter | Helicopters |
| type_attack_helicopter | Attack helicopter |
| type_utility_helicopter | Utility Helicopter |
| tank | Ground vehicles |
| type_heavy_tank | Heavy tank |
| type_medium_tank | Medium tank |
| type_light_tank | Light tank |
| type_tank_destroyer | Tank destroyer |
| type_spaa | SPAAG |
| type_missile_tank | |
| has_proximityFuse_rocket | |
| artillery | Artillery |
| aaa | AAA |
| ship | Ships |
| boat | Boat |
| type_gun_boat | Gunboat |
| type_destroyer | Destroyer |
| type_light_cruiser | Light cruiser |
| type_heavy_cruiser | Heavy cruiser |
| type_battlecruiser | Battlecruiser |
| type_battleship | Battleship |
| walker | Walker |
| country_japan | Japanese |
| country_germany | German |
| country_usa | USA |
| country_britain | Britain |
| country_australia | Australian |
| country_ussr | USSR |
| country_france | French |
| country_italy | Italian |
| country_china | Chinese |
| Option | Description |
|---|---|
| exp_bomber | Bomber |
| exp_fighter | Fighter |
| exp_assault | Attacker |
| exp_tank | Light / Medium tank / MBT |
| exp_heavy_tank | Heavy tank |
| exp_tank_destroyer | Tank destroyer |
| exp_SPAA | SPAAG |
| exp_helicopter | Helicopter |
| exp_ship | Boat / Cargo ship |
| exp_destroyer | Destroyer |
| exp_cruiser | Light cruiser / Heavy cruiser / Battleship |
| exp_gun_boat | Gunboat |
| exp_cv_ship | Aircraft carrier |
| exp_torpedo_boat | Torpedo boat |
| exp_torpedo_gun_boat | Torpedo gunboat / Frigate |
customRules{
name:t="sharedPool"
teams{
teamA{
playerMaxSpawns:i=5
spawnLimit:i=80
limitedUnits{
us_m4a1_76w_sherman:i=10
us_m4a2_76w_sherman:i=18
us_m4a3e2_sherman_jumbo:i=12
us_m4a3e2_sherman_jumbo_cobra_king:i=8
us_m4a3e2_76w_sherman_jumbo:i=6
us_m4a3e8_76w_sherman:i=10
us_m18_hellcat:i=8
us_m36:i=10
us_halftrack_m15:i=8
us_halftrack_m16:i=8
p-47d:i=4
p-47d-28:i=4
p-51d-5:i=4
p-51d-10:i=4
p-51d-20:i=4
p-38l:i=4
a-20g:i=4
}
unlimitedUnits{
us_m4a2_sherman:b=yes
us_m24_chaffee:b=yes
us_m10:b=yes
}
}
teamB{
playerMaxSpawns:i=5
spawnLimit:i=80
limitedUnits{
germ_pzkpfw_VI_ausf_b_tiger_IIh:i=2
germ_pzkpfw_VI_ausf_h1_tiger:i=3
germ_pzkpfw_VI_ausf_e_tiger:i=3
germ_pzkpfw_V_ausf_a_panther:i=8
germ_pzkpfw_V_ausf_g_panther:i=10
germ_panzerjager_nashorn:i=8
germ_panzerjager_panther:i=4
germ_panzerbefelhswagen_jagdpanther:i=4
germ_flakpanzer_IV_Wirbelwind:i=8
germ_pz_IV_L70:i=10
fw-190a-8:i=4
bf-109g-6:i=3
bf-109g-10:i=3
bf-109g-14:i=3
}
unlimitedUnits{
germ_pzkpfw_IV_ausf_H:b=yes
germ_pzkpfw_IV_ausf_J:b=yes
germ_panzerbefelhswagen_IV_ausf_J:b=yes
germ_stug_III_ausf_G:b=yes
}
}
}
}
Custom difficulty is the same feature that is available in game when you create a custom battle, you can see it on the top of window and it is called Difficulty. The only difference between it and the mission version is that you can add and customize more options in the mission file.
To make this script work:
Important note: All values after :i= can be set to 0, 1 or 2, all values after :b= can be set to no or yes
netDifficultyBlk{
baseDifficulty:i=1
engineControl:i=1
realGunnery:i=1
realDamageModels:b=yes
stallsAndSpins:b=yes
redOuts:b=yes
mortalPilots:b=yes
manualTrimming:b=no
torqueAndGyro:b=no
flutter:b=yes
limitedBombsMissiles:b=yes
sensor:i=1
seeker:i=1
radarAssist:b=yes
rwr:i=1
noArcadeBoost:i=1
limitViews:i=0
hudAimPrediction:b=no
hudMarkers:i=2
hudMarkerArrows:b=yes
hudAircraftMarkersMaxDist:i=3
hudIndicators:b=yes
hudShowTankDistance:b=no
hudTankRangefinder:i=1
hudMapAircraftMarkers:i=2
hudMapGroundMarkers:i=2
hudMarkersBlink:b=yes
hudRadar:b=yes
hudDamageModel:i=1
hudDamageIndicator:b=yes
hudLargeAwardMessages:b=yes
hudWarnings:b=yes
noRespawns:b=no
respDifficulty:i=1
aircraftHelpers:b=no
collectiveDetection:b=yes
distDetection:i=1
allowControlHelpers:i=0
forceInstructor:b=no
playerTurretDeviation:i=1
hudOutline:b=no
ctaCaptureMul:i=1
damageModel:i=1
hudSpawnShotMarkers:b=no
hudShowEnemyDamageLog:b=yes
bombAssaultFuseTimeOverride:b=no
noviceDM:b=no
crewHealingOnlyOnCaptureZone:b=yes
showBombSight:b=no
showRadarGunSight:b=no
visibleNotTraceableIndicators:b=yes
checkTreesForIndicators:b=no
drawShipBulletFallIndicator:b=no
showShipBulletTimer:b=yes
ignoreReplenishment:b=no
aircraftFriendlyFireForBanOnly:b=no
enableLeaveKills:b=yes
rocketSpotting:b=yes
airToAirMissileDetection:b=no
nightVisionInTPS:b=yes
hudDetectAlly:b=no
keepDeadTankOnMap:b=yes
keepDeadShipOnMap:b=yes
hudSendSquare:b=yes
hudShowAttentionMarkForAircraft:b=no
shipSupportPlanes:b=no
lightDM:b=no
checkActivityByPlayerDamage:b=no
shipGunsRearm:b=no
}
Explanation of what all these lines do:
| Option | Description |
|---|---|
| baseDifficulty | Enables basic properties for selected difficulty (0 - AB, 1 - RB, 2 - SB) |
| engineControl | Engine Control |
| respDifficulty | Respawn time multiplier set (0 - easy, 1 - medium, 2 - hard) |
| realGunnery | Realistic Gunnery |
| realDamageModels | realDamageModels (Allows you to toggle between realistic and simplified damage models) |
| stallsAndSpins | Stalls |
| redOuts | Redouts / Blackouts |
| mortalPilots | Mortal pilots |
| manualTrimming | Manual trimming |
| torqueAndGyro | Torque effect |
| limitedBombsMissiles | Limited bombs and missiles |
| noArcadeBoost | Disable arcade boost |
| limitViews | Changes available camera positions (third person camera view, first person camera view) and other options (1 - first person + third person + virtual views, 2 - first person + virtual views or 3 - first person only + disables third person artillery view) |
| flutter | Flutter effect |
| limitedBombsMissiles | Unknown |
| radarAssist | Unknown |
| sensor | Controls the radar and its simplifications (0 - the most simplified, disabled ground clutter, disabled multipath effect, cannot detect or lock friendly units, 1 - normal, but with some simplifications to multipath effect, 2 - the most realistic, every simplification is disabled) |
| seeker | Controls the SARH and ARH missiles and their simplifications (0 - the most simplified, 1 - normal, 2 - the most realistic, every simplification is disabled, at this moment the 1 and 2 are the same) |
| rwr | Changes how the RWR works, 0 - simplified, shows everything (all bands and targets), 1 - normal, radar bands are working properly (so RWR that cannot see the J band will not be able to see it during the battle), but shows all the targets (so even those that are not included in the RWR's list of targets), 2 - fully realistic, bands are being shows like in the "1", but it shows only those targets that are only on the RWR's list. |
| hudAimPrediction | [HUD] aim prediction (Enable/disable aim prediction) |
| hudShowSpeedVector | [HUD] speed vector (Enable/disable speed vector) |
| hudMarkers | [HUD] units names and distances (Enable/disable displaying of unit names and distances to them) |
| hudMarkerArrows | [HUD] marker arrows (Enable/disable display of arrows near the edges of the screen, pointing at targets) |
| hudAircraftMarkersMaxDist | Markers rendering distance (airplane/ship/tank / near - 900/20000/3000, normal - 2000/?/?, far - 10000/?/?, maximum - no limit) |
| hudIndicators | [HUD] indicators (Enable/disable indicators of throttle, speed, altitude, etc. in the upper left corner of the screen) |
| hudShowTankDistance | [HUD] units distances for tanks (Enable/disable displaying of distances to units for tanks) |
| hudMapAircraftMarkers | [HUD] aircraft markers on map (Enable/disable aircraft indication on Tactical map) |
| hudMapGroundMarkers | [HUD] vehicles markers on map (Enable/disable vehicles indication on Tactical map) |
| hudTankMapAircraftMarkers | [HUD] aircraft markers on tank map (Enable/disable aircraft indication on Tactical map for tanks) |
| hudTankMapGroundMarkers | [HUD] vehicles markers on tank map (Enable/disable vehicles indication on Tactical map for tanks) |
| hudMarkersBlink | [HUD] mission target blink |
| hudRadar | [HUD] radar (Enable/disable radar) |
| hudDamageModel | [HUD] damaged model indicators (Enable/disable damage model indicator) |
| hudDamageIndicator | [HUD] damage indicators (Enable/disable damage indicator) |
| hudTankDamageLog | Unknown |
| hudLargeAwardMessages | [HUD] large award messages (Enable/disable large award messages) |
| hudWarnings | [HUD] onscreen warnings (Enable/disable onscreen warnings) |
| hudOutline | Unknown |
| noRespawns | Respawns (Enable/disable respawns of players) |
| aircraftHelpers | Aircraft helpers (Helps to control the plane by adapting the speed in different situations) |
| collectiveDetection | [HUD] Shared vision (Allows to see markers of enemies within your teammates' search angle.) |
| distDetection | Changes the distance of spotting units (0 - near, 1 - normal, 2 - far) |
| allowControlHelpers | Allow control helpers |
| forceInstructor | Force virtual instructor |
| playerTurretDeviation | Changes the way how aiming works in turrets and properties of targeting the gun both vertically and horizontally at the same time (speed) |
| boostersFuel | Unknown |
| ctaCaptureMul | Changes the time required to capture zones (1, 2, 3, at this moment it is the same for every mode) |
| damageModel | Changes main damage properties like allowing broken barrel to shot, simulating battery, bomb damage scale against airplanes etc. (0 - AB, 1 - RB, 2 - SB) |
| hudTankRangefinder | Change how the rangefinder works(1 - like in AB, always visible, 2 - like in RB, activated by pressing a button, also introduces a measuring error and takes some time to check the distance, 3 - works like in 2) |
| hudSendSquareTimeInterval | Unknown |
| hudSendSquareNumPlayers | Unknown |
| hudSendSquareTimeFromStart | Unknown |
| noviceDM | Enable/disable simplified damage model which makes other units easier to destroy |
| crewHealingOnlyOnCaptureZone | Makes it possible to heal unconscious crew members on capture zones |
| showBombSight | Enable/disable the bomb sight marker on the ground |
| showRadarGunSight | Unknown |
| checkTreesForIndicators | Unknown |
| visibleNotTraceableIndicators | Unknown |
| showShipBulletTimer | Enable/disable ship cannons impact time on target |
| drawShipBulletFallIndicator | Enable/disable ship cannons drop path when close to the impact area |
| enableLeaveKills | Enable/disable giving the kill to the nearest player after bailing out |
| airToAirMissileDetection | Enable/disable message on the screen when someone fires an AAM at you |
| nightVisionInTPS | Enable/disable night or thermal vision in third person view |
| aircraftFriendlyFireForBanOnly | Disables friendly fire |
| hudDetectAlly | Unknown |
| keepDeadTankOnMap | Makes destroyed tanks not disappear when player respawns |
| keepDeadShipOnMap | Makes destroyed ships not disappear when player respawns |
| hudSendSquare | Unknown |
| ignoreReplenishment | Disables friendly fire |
| hudShowEnemyDamageLog | Unknown |
| hudSpawnShotMarkers | Unknown |
| bombAssaultFuseTimeOverride | Sets the fuse time to 2 seconds, then makes it so it can't be changed on the respawn screen |
| hudPip | Unknown |
| rocketSpotting | Enables or disables missile indicator over its model when it is launched by the other plane |
| airToAirMissileDetection | Enables or disables missile text indicator and sound (it still will be played when the plane or helicopter is equipped with a missile approach warning system) when it is launched be the enemy plane |
Arcade Battles
netDifficultyBlk{
baseDifficulty:i=0
engineControl:i=0
realGunnery:i=0
realDamageModels:b=no
stallsAndSpins:b=no
redOuts:b=yes
mortalPilots:b=yes
manualTrimming:b=no
torqueAndGyro:b=no
flutter:b=no
limitedBombsMissiles:b=no
radarAssist:b=yes
sensor:i=0
seeker:i=0
rwr:i=0
noArcadeBoost:i=0
limitViews:i=0
hudAimPrediction:b=yes
hudMarkers:i=2
hudMarkerArrows:b=yes
hudAircraftMarkersMaxDist:i=3
hudIndicators:b=yes
hudShowTankDistance:b=yes
hudTankRangefinder:i=0
hudMapAircraftMarkers:i=2
hudMapGroundMarkers:i=2
hudMarkersBlink:b=yes
hudRadar:b=yes
hudDamageModel:i=0
hudDamageIndicator:b=yes
hudLargeAwardMessages:b=yes
hudWarnings:b=yes
noRespawns:b=no
respDifficulty:i=0
aircraftHelpers:b=yes
collectiveDetection:b=yes
distDetection:i=2
allowControlHelpers:i=0
forceInstructor:b=no
playerTurretDeviation:i=0
hudOutline:b=yes
ctaCaptureMul:i=0
damageModel:i=0
hudSpawnShotMarkers:b=no
hudShowEnemyDamageLog:b=yes
bombAssaultFuseTimeOverride:b=no
noviceDM:b=no
crewHealingOnlyOnCaptureZone:b=no
showBombSight:b=yes
showRadarGunSight:b=yes
visibleNotTraceableIndicators:b=yes
checkTreesForIndicators:b=no
drawShipBulletFallIndicator:b=yes
showShipBulletTimer:b=yes
ignoreReplenishment:b=no
aircraftFriendlyFireForBanOnly:b=yes
enableLeaveKills:b=yes
rocketSpotting:b=yes
airToAirMissileDetection:b=no
nightVisionInTPS:b=yes
hudDetectAlly:b=no
keepDeadTankOnMap:b=yes
keepDeadShipOnMap:b=yes
hudSendSquare:b=no
hudShowAttentionMarkForAircraft:b=no
shipSupportPlanes:b=yes
lightDM:b=no
checkActivityByPlayerDamage:b=no
shipGunsRearm:b=yes
opticalAgmArcadeControl:b=yes
}
Realistic Battles
netDifficultyBlk{
baseDifficulty:i=1
engineControl:i=1
realGunnery:i=1
realDamageModels:b=yes
stallsAndSpins:b=yes
redOuts:b=yes
mortalPilots:b=yes
manualTrimming:b=no
torqueAndGyro:b=no
flutter:b=yes
limitedBombsMissiles:b=yes
sensor:i=1
seeker:i=1
radarAssist:b=yes
rwr:i=1
noArcadeBoost:i=1
limitViews:i=0
hudAimPrediction:b=no
hudMarkers:i=2
hudMarkerArrows:b=yes
hudAircraftMarkersMaxDist:i=3
hudIndicators:b=yes
hudShowTankDistance:b=no
hudTankRangefinder:i=1
hudMapAircraftMarkers:i=2
hudMapGroundMarkers:i=2
hudMarkersBlink:b=yes
hudRadar:b=yes
hudDamageModel:i=1
hudDamageIndicator:b=yes
hudLargeAwardMessages:b=yes
hudWarnings:b=yes
noRespawns:b=no
respDifficulty:i=1
aircraftHelpers:b=no
collectiveDetection:b=yes
distDetection:i=1
allowControlHelpers:i=0
forceInstructor:b=no
playerTurretDeviation:i=1
hudOutline:b=no
ctaCaptureMul:i=1
damageModel:i=1
hudSpawnShotMarkers:b=no
hudShowEnemyDamageLog:b=yes
bombAssaultFuseTimeOverride:b=no
noviceDM:b=no
crewHealingOnlyOnCaptureZone:b=yes
showBombSight:b=no
showRadarGunSight:b=no
visibleNotTraceableIndicators:b=yes
checkTreesForIndicators:b=no
drawShipBulletFallIndicator:b=no
showShipBulletTimer:b=yes
ignoreReplenishment:b=no
aircraftFriendlyFireForBanOnly:b=no
enableLeaveKills:b=yes
rocketSpotting:b=yes
airToAirMissileDetection:b=no
nightVisionInTPS:b=yes
hudDetectAlly:b=no
keepDeadTankOnMap:b=yes
keepDeadShipOnMap:b=yes
hudSendSquare:b=yes
hudShowAttentionMarkForAircraft:b=no
shipSupportPlanes:b=no
lightDM:b=no
checkActivityByPlayerDamage:b=no
shipGunsRearm:b=no
}
Simulator Battles
netDifficultyBlk{
baseDifficulty:i=2
engineControl:i=2
realGunnery:i=1
realDamageModels:b=yes
stallsAndSpins:b=yes
redOuts:b=yes
mortalPilots:b=yes
manualTrimming:b=yes
torqueAndGyro:b=yes
flutter:b=yes
limitedBombsMissiles:b=yes
sensor:i=2
seeker:i=2
radarAssist:b=no
rwr:i=2
noArcadeBoost:i=1
limitViews:i=2
hudAimPrediction:b=no
hudMarkers:i=3
hudMarkerArrows:b=no
hudAircraftMarkersMaxDist:i=0
hudIndicators:b=yes
hudShowTankDistance:b=no
hudTankRangefinder:i=2
hudMapAircraftMarkers:i=1
hudMapGroundMarkers:i=2
hudMarkersBlink:b=no
hudRadar:b=no
hudDamageModel:i=0
hudDamageIndicator:b=yes
hudLargeAwardMessages:b=yes
hudWarnings:b=no
noRespawns:b=no
respDifficulty:i=2
aircraftHelpers:b=no
collectiveDetection:b=yes
distDetection:i=0
allowControlHelpers:i=3
forceInstructor:b=no
playerTurretDeviation:i=0
hudOutline:b=no
ctaCaptureMul:i=2
damageModel:i=2
hudSpawnShotMarkers:b=no
hudShowEnemyDamageLog:b=yes
bombAssaultFuseTimeOverride:b=no
noviceDM:b=no
crewHealingOnlyOnCaptureZone:b=yes
showBombSight:b=no
showRadarGunSight:b=no
visibleNotTraceableIndicators:b=yes
checkTreesForIndicators:b=no
drawShipBulletFallIndicator:b=no
showShipBulletTimer:b=no
ignoreReplenishment:b=no
aircraftFriendlyFireForBanOnly:b=no
enableLeaveKills:b=yes
airToAirMissileDetection:b=no
rocketSpotting:b=no
nightVisionInTPS:b=no
hudDetectAlly:b=yes
keepDeadTankOnMap:b=yes
keepDeadShipOnMap:b=yes
hudSendSquare:b=no
hudShowAttentionMarkForAircraft:b=no
shipSupportPlanes:b=no
checkActivityByPlayerDamage:b=no
shipGunsRearm:b=no
}
RB for Ground Battles
netDifficultyBlk{
baseDifficulty:i=1
engineControl:i=1
realGunnery:i=1
realDamageModels:b=yes
stallsAndSpins:b=yes
redOuts:b=yes
mortalPilots:b=yes
manualTrimming:b=no
torqueAndGyro:b=no
flutter:b=yes
limitedBombsMissiles:b=yes
sensor:i=1
seeker:i=1
radarAssist:b=yes
rwr:i=1
noArcadeBoost:i=1
limitViews:i=0
hudAimPrediction:b=no
hudMarkers:i=1
hudMarkerArrows:b=yes
hudAircraftMarkersMaxDist:i=3
hudIndicators:b=yes
hudShowTankDistance:b=no
hudTankRangefinder:i=1
hudMapAircraftMarkers:i=1
hudMapGroundMarkers:i=1
hudMarkersBlink:b=yes
hudRadar:b=no
hudDamageModel:i=1
hudDamageIndicator:b=yes
hudLargeAwardMessages:b=yes
hudWarnings:b=yes
noRespawns:b=no
respDifficulty:i=1
aircraftHelpers:b=no
collectiveDetection:b=yes
distDetection:i=1
allowControlHelpers:i=0
forceInstructor:b=no
playerTurretDeviation:i=0
hudOutline:b=no
ctaCaptureMul:i=1
damageModel:i=1
hudSpawnShotMarkers:b=no
hudShowEnemyDamageLog:b=yes
bombAssaultFuseTimeOverride:b=yes
noviceDM:b=no
crewHealingOnlyOnCaptureZone:b=yes
showBombSight:b=no
showRadarGunSight:b=no
visibleNotTraceableIndicators:b=yes
checkTreesForIndicators:b=no
drawShipBulletFallIndicator:b=no
showShipBulletTimer:b=yes
ignoreReplenishment:b=no
aircraftFriendlyFireForBanOnly:b=no
enableLeaveKills:b=yes
rocketSpotting:b=no
airToAirMissileDetection:b=no
nightVisionInTPS:b=yes
hudDetectAlly:b=no
keepDeadTankOnMap:b=yes
keepDeadShipOnMap:b=yes
hudSendSquare:b=no
hudShowAttentionMarkForAircraft:b=yes
shipSupportPlanes:b=no
lightDM:b=no
checkActivityByPlayerDamage:b=no
shipGunsRearm:b=no
setDifficulty:i=1
SB for Ground Battles
netDifficultyBlk{
baseDifficulty:i=2
engineControl:i=2
realGunnery:i=1
realDamageModels:b=yes
stallsAndSpins:b=yes
redOuts:b=yes
mortalPilots:b=yes
manualTrimming:b=yes
torqueAndGyro:b=yes
flutter:b=yes
limitedBombsMissiles:b=yes
sensor:i=2
seeker:i=2
radarAssist:b=no
rwr:i=2
noArcadeBoost:i=1
limitViews:i=2
hudAimPrediction:b=no
hudMarkers:i=0
hudMarkerArrows:b=no
hudAircraftMarkersMaxDist:i=0
hudIndicators:b=yes
hudShowTankDistance:b=no
hudTankRangefinder:i=2
hudMapAircraftMarkers:i=1
hudMapGroundMarkers:i=0
hudMarkersBlink:b=no
hudRadar:b=no
hudDamageModel:i=0
hudDamageIndicator:b=yes
hudLargeAwardMessages:b=yes
hudWarnings:b=no
noRespawns:b=no
respDifficulty:i=2
aircraftHelpers:b=no
collectiveDetection:b=yes
distDetection:i=0
allowControlHelpers:i=3
forceInstructor:b=no
playerTurretDeviation:i=0
hudOutline:b=no
ctaCaptureMul:i=2
damageModel:i=2
hudSpawnShotMarkers:b=no
hudShowEnemyDamageLog:b=yes
bombAssaultFuseTimeOverride:b=yes
noviceDM:b=no
crewHealingOnlyOnCaptureZone:b=yes
showBombSight:b=no
showRadarGunSight:b=no
visibleNotTraceableIndicators:b=yes
checkTreesForIndicators:b=no
drawShipBulletFallIndicator:b=no
showShipBulletTimer:b=no
ignoreReplenishment:b=no
aircraftFriendlyFireForBanOnly:b=no
enableLeaveKills:b=yes
airToAirMissileDetection:b=no
rocketSpotting:b=no
nightVisionInTPS:b=no
hudDetectAlly:b=yes
keepDeadTankOnMap:b=yes
keepDeadShipOnMap:b=yes
hudSendSquare:b=no
hudShowAttentionMarkForAircraft:b=no
shipSupportPlanes:b=no
checkActivityByPlayerDamage:b=no
shipGunsRearm:b=no
setDifficulty:i=2
}
AB for Naval Forces
netDifficultyBlk{
baseDifficulty:i=0
engineControl:i=0
realGunnery:i=0
realDamageModels:b=no
stallsAndSpins:b=no
redOuts:b=yes
mortalPilots:b=yes
manualTrimming:b=no
torqueAndGyro:b=no
flutter:b=no
limitedBombsMissiles:b=no
radarAssist:b=yes
sensor:i=0
seeker:i=0
rwr:i=0
noArcadeBoost:i=0
limitViews:i=0
hudAimPrediction:b=yes
hudMarkers:i=2
hudMarkerArrows:b=yes
hudAircraftMarkersMaxDist:i=3
hudIndicators:b=yes
hudShowTankDistance:b=yes
hudTankRangefinder:i=0
hudMapAircraftMarkers:i=2
hudMapGroundMarkers:i=2
hudMarkersBlink:b=yes
hudRadar:b=yes
hudDamageModel:i=0
hudDamageIndicator:b=yes
hudLargeAwardMessages:b=yes
hudWarnings:b=yes
noRespawns:b=no
respDifficulty:i=0
aircraftHelpers:b=yes
collectiveDetection:b=no
distDetection:i=2
allowControlHelpers:i=0
forceInstructor:b=no
playerTurretDeviation:i=0
hudOutline:b=yes
ctaCaptureMul:i=0
damageModel:i=0
hudSpawnShotMarkers:b=no
hudShowEnemyDamageLog:b=yes
bombAssaultFuseTimeOverride:b=no
noviceDM:b=no
crewHealingOnlyOnCaptureZone:b=no
showBombSight:b=yes
showRadarGunSight:b=yes
visibleNotTraceableIndicators:b=yes
checkTreesForIndicators:b=no
drawShipBulletFallIndicator:b=yes
showShipBulletTimer:b=yes
ignoreReplenishment:b=no
aircraftFriendlyFireForBanOnly:b=yes
enableLeaveKills:b=yes
rocketSpotting:b=yes
airToAirMissileDetection:b=no
nightVisionInTPS:b=yes
hudDetectAlly:b=no
keepDeadTankOnMap:b=yes
keepDeadShipOnMap:b=yes
hudSendSquare:b=no
hudShowAttentionMarkForAircraft:b=no
shipSupportPlanes:b=yes
lightDM:b=no
checkActivityByPlayerDamage:b=yes
shipGunsRearm:b=yes
opticalAgmArcadeControl:b=yes
setDifficulty:i=0
}
RB for Naval Forces
netDifficultyBlk{
baseDifficulty:i=1
engineControl:i=1
realGunnery:i=1
realDamageModels:b=yes
stallsAndSpins:b=yes
redOuts:b=yes
mortalPilots:b=yes
manualTrimming:b=no
torqueAndGyro:b=no
flutter:b=yes
limitedBombsMissiles:b=yes
sensor:i=1
seeker:i=1
radarAssist:b=yes
rwr:i=1
noArcadeBoost:i=1
limitViews:i=0
hudAimPrediction:b=no
hudMarkers:i=1
hudMarkerArrows:b=yes
hudAircraftMarkersMaxDist:i=3
hudIndicators:b=yes
hudShowTankDistance:b=no
hudTankRangefinder:i=1
hudMapAircraftMarkers:i=1
hudMapGroundMarkers:i=1
hudMarkersBlink:b=yes
hudRadar:b=no
hudDamageModel:i=1
hudDamageIndicator:b=yes
hudLargeAwardMessages:b=yes
hudWarnings:b=no
noRespawns:b=no
respDifficulty:i=1
aircraftHelpers:b=no
collectiveDetection:b=no
distDetection:i=1
allowControlHelpers:i=0
forceInstructor:b=no
playerTurretDeviation:i=0
hudOutline:b=no
ctaCaptureMul:i=1
damageModel:i=1
hudSpawnShotMarkers:b=no
hudShowEnemyDamageLog:b=yes
bombAssaultFuseTimeOverride:b=yes
noviceDM:b=no
crewHealingOnlyOnCaptureZone:b=yes
showBombSight:b=no
showRadarGunSight:b=no
visibleNotTraceableIndicators:b=yes
checkTreesForIndicators:b=no
drawShipBulletFallIndicator:b=no
showShipBulletTimer:b=yes
ignoreReplenishment:b=no
aircraftFriendlyFireForBanOnly:b=no
enableLeaveKills:b=yes
rocketSpotting:b=no
airToAirMissileDetection:b=no
nightVisionInTPS:b=yes
hudDetectAlly:b=no
keepDeadTankOnMap:b=yes
keepDeadShipOnMap:b=yes
hudSendSquare:b=no
hudShowAttentionMarkForAircraft:b=yes
shipSupportPlanes:b=no
lightDM:b=no
checkActivityByPlayerDamage:b=yes
shipGunsRearm:b=no
setDifficulty:i=1
}
It is possible to enable Aurora Borealis for custom missions by manualy editing the .blk file of your custom mission.
customWeather{
aurora_borealis{
enabled:b=yes
top_height:r=15.0
top_color:p3=0.1, 0.1, 1.4
bottom_height:r=2.0
bottom_color:p3=0.1, 1.3, 0.1
brightness:r=2.74
speed:r=0.01
luminance:r=15.0
ripples_scale:r=15.3
ripples_speed:r=0.03
ripples_strength:r=0.14
}
}
An example mission{ block of a multiplayer Night mission on the Arctic map set to the correct longitude and latitude of the supposed real life location of the map.
mission{
type:t="domination"
level:t="levels/avg_arctic.bin"
environment:t="Night"
weather:t="clear"
locName:t=""
locDesc:t=""
scoreLimit:i=50000
deathPenaltyMul:r=0
allowEmptyTeams:b=yes
showTacticalMapCellSize:b=yes
stars{
latitude:r=80
longitude:r=47
year:i=2025
month:i=12
day:i=15
localTime:r=0.1
}
customWeather{
aurora_borealis{
enabled:b=yes
top_height:r=15.0
top_color:p3=0.1, 0.1, 1.4
bottom_height:r=2.0
bottom_color:p3=0.1, 1.3, 0.1
brightness:r=2.74
speed:r=0.01
luminance:r=15.0
ripples_scale:r=15.3
ripples_speed:r=0.03
ripples_strength:r=0.14
}
}
}