// ACE Sanitäter
force ace_medical_statemachine_cardiacArrestTime = 600;
force ace_medical_treatment_litterCleanupDelay = 600;
force ace_medical_treatment_medicEpinephrine = 1;
force ace_medical_treatment_locationEpinephrine = 0;
force ace_medical_treatment_consumeSurgicalKit = 1;
force ace_medical_treatment_medicSurgicalKit = 2;
force ace_medical_treatment_locationSurgicalKit = 3;
force ace_medical_treatment_consumePAK = 1;
force ace_medical_treatment_medicPAK = 2;
force ace_medical_treatment_locationPAK = 3;
// ACE Weather
force ace_weather_enabled = true;
force ace_weather_updateInterval = 60;
force ace_weather_windSimulation = false;
// ACEX Headless
force acex_headless_enabled = true;
force acex_headless_delay = 15;
force acex_headless_endMission = 2;
force acex_headless_log = false;
// ACE Cook Off
force ace_cookoff_enableAmmobox = false;
// ACE Fatigue
force ace_advanced_fatigue_loadFactor = 0.85;
force ace_advanced_fatigue_recoveryFactor = 2;
// ACE Refuel
force ace_refuel_rate = 5;
force ace_refuel_hoseLength = 60;
//Ace View Distance
// force ace_viewdistance_enabled = true;
// force ace_viewdistance_limitViewDistance =7000;
force TFAR_globalRadioRangeCoef = 1.5;
force VCM_ARTYENABLE = false; //Enable improved artillery handling from Vcom.
force VCM_ARTYLST = ; //List of all AI inside of artillery pieces, leave this alone.
force VCM_ARTYDELAY = 30; //Delay between squads requesting artillery
force VCM_ARTYWT = -(VCM_ARTYDELAY);
force VCM_ARTYSIDES = [east,resistance]; //Sides that will use VCOM/FFE artillery
force VCM_AIMagLimit = 5; //Number of mags remaining before AI looks for ammo.
force VCM_Debug = false; //Enable debug mode.
force VCM_MINECHANCE = 0; //Chance to lay a mine
force VCM_SIDEENABLED = [east,resistance]; //Sides that will activate Vcom AI
force VCM_RAGDOLL = true; //Should AI ragdoll when hit
force VCM_RAGDOLLCHC = 50; //CHANCE AI RAGDOLL
force VCM_FullSpeed = true; //Enforce full speedmode during combat (Does not reset after combat end)
force VCM_HEARINGDISTANCE = 1500; //Distance AI hear unsuppressed gunshots.
force VCM_WARNDIST = 1500; //How far AI can request help from other groups.
force VCM_WARNDELAY = 30; //How long the AI have to survive before they can call in for support.
This activates once the AI enter combat.
force VCM_STATICARMT = 300; //How long AI stay on static weapons when initially arming them.
This is just for AI WITHOUT static bags. They will stay for this duration when NO ENEMIES ARE SEEN, or their group gets FAR away.
force VCM_StealVeh = false; //Will the AI steal vehicles.
force VCM_ClassSteal = true; //If true, crewmen are required to steal tracked vehicles.
Pilots are required to steal aircraft. false = anyone can steal any vehicle.
force VCM_AIDISTANCEVEHPATH = 100; //Distance AI check from the squad leader to steal vehicles
force VCM_ADVANCEDMOVEMENT = true; //True means AI will actively generate waypoints if no other waypoints
are generated for the AI group (2 or more). False disables this advanced movements.
force VCM_FRMCHANGE = true; //AI GROUPS WILL CHANGE FORMATIONS TO THEIR BEST GUESS.
force VCM_SKILLCHANGE = true; //AI Groups will have their skills changed by Vcom.
force VCM_USECBASETTINGS = true;//If CBA is enabled on the host, use the CBA default settings.
If false, use the filepatching settings instead.
force VCM_CARGOCHNG = true; //If true, Vcom will handle disembarking/re-embarking orders instead of vanilla.
This is with the intention to prevent the endless embark/disembark loops AI are given.
force VCM_TURRETUNLOAD = true;//If true, AI will automatically disembark turret positions in vehicles,
if the vehicle is badly damaged. This is to prevent AI leaving a tank, when the tracks are damaged.
force VCM_DISEMBARKRANGE = 50; //How far AI will disembark from their enemies. If the vehicle is damaged, they will disembark.