TF999 settings
This is the player guide for options this pack adds. Change them in-game:
Options → Addon Options
(Escape menu → Addon Options, or the CBA gear icon on the main menu)
Then open the category listed below. Mission makers can also lock some of these on the server.
TF999 Core
| Setting |
Default |
What it does |
| Gesture Compatibility Mode |
Off |
Turn on if another gesture/animation mod fights with this pack. |
| Gesture Angle |
−0.1 |
Tilt threshold used to pick high vs low ready. Leave it unless ready height feels wrong. |
| Hint Style |
Subtitle (Top) |
How on-screen tips appear: none, subtitle, chat, vanilla hint, or ACE. |
| Hint Distance |
20 m |
How close you must be to see those tips. |
| Enable CHVD |
On |
Turns on the view-distance menu and its keys (Ctrl + [ / ] / \). |
| Enable Pause Menu |
On in missions |
Extra pause-menu bits for TF999 missions. |
| Faction |
Off |
Scripted faction loadouts for missions that use them. |
TF999 Core → Crash
| Setting |
Default |
What it does |
| Enable Crash Landings |
On |
Helicopters can crash-land instead of always exploding. |
| Survivable Impact Force |
3000 |
How hard a hit the airframe can take and still be survivable. |
TF999 Core → Ragdoll
| Setting |
Default |
What it does |
| Enable Ragdolling |
On |
Lets you ragdoll with Shift + Space. |
| Enable Free Falling |
On |
Ragdolls you when you jump from a height. |
| Enable Blood |
On |
Blood decals when you hit the ground. |
TF999 Core → Skill
| Setting |
Default |
What it does |
| AI Skill |
1 |
Overall AI skill (0 = dumb, 1 = sharp). |
| AI Dispersion |
20 |
How much AI shots spread. Higher = worse aim. |
| AI Spotting |
0.5 |
How well AI spots you. |
| AI Tracers |
0.7 |
How many tracers AI magazines use. |
TF999 Core → Mission
These mainly matter on TF999 missions, not every public server.
| Setting |
Default |
What it does |
| Spawn Screen |
On |
Shows the spawn map/screen. |
| Spawn Screen on Start |
On |
Opens it when you first join. |
| Spawn Screen Scale |
0.1 |
Size of that screen. |
| Loadout |
Original |
Whether you keep, reset, or load a saved kit on spawn. |
| Spectate |
Dynamic |
Spectator: off, available, or forced. |
| Spectate Join Time |
120 s |
How long late joiners sit in spectator. |
| Role Selection |
On |
Role picker for missions that use it. |
| Role Selection on Start |
On |
Opens the role picker on join. |
| Role Gear Checking |
Off |
Warns if your kit doesn’t match the selected role. |
TF999 Core → Backpack On Chest
ACE Equipment menu (and ACE Arsenal) can park your backpack on your chest so you can wear a second pack or a parachute.
| Setting |
Default |
What it does |
| Disable BackpackOnChest |
Off |
Turns the whole feature off (no chest actions). |
| Force Walking |
On |
Forces a walk while a backpack is on your chest. |
TF999 Animate
| Setting |
Default |
What it does |
| Shake Intensity |
1 |
Camera shake on gestures. 0 = none. |
| Shooting from Ladders |
On |
Lets you fire while on a ladder. |
| Command Gestures |
On |
AI play hand signals when given orders. |
TF999 Animate → Sounds
Foley volume for map, UAV terminal, inventory, taking/putting items, and everything else. Multiplier is the master volume (default 1).
TF999 Animate → Tactical
| Setting |
Default |
What it does |
| Tactical Stance System |
On |
High/low ready, compress, cant, overhead. |
| Tactical Style |
Basic |
Gesture set for rifles. Also separate styles for autorifle, shotgun, and sniper. |
| Tap/Squeeze |
On |
Shoulder/leg tap on Shift + T. |
| Door |
On |
Animation when you open a door. |
| Sprint |
On |
Sprint animation while in ready. |
| Port |
On |
Port-arms animation when the gun is lowered in ready. |
| Canting |
On |
Lets you tilt the gun (Ctrl + right mouse). |
| Blacklist |
optic_tws_mg |
Optics that skip tactical stances while aiming. |
| Polling Rate |
0.25 s |
How often auto high/low ready updates. 0 = never auto-switch. |
| Distance (Object) |
0.75 m |
How close to cover before the gun compresses. |
| Distance (Friend) |
2 m |
How close to a teammate before the gun compresses. |
Style names in the menu: Basic Bitch, Loosey Goosey, Tip to Butt, Retro.
TF999 Animate → Walk
| Setting |
Default |
What it does |
| Adjustable Walking Speed |
On |
Ctrl + mouse wheel changes walk speed. |
| Default Walking Speed |
1 |
Starting walk speed. |
| Max Walking Speed |
1.6 |
Fastest walk. |
| Lowered Walking Speed |
1 |
Walk speed with the gun lowered. |
TF999 Animate → Sling
| Setting |
Default |
What it does |
| Sling System |
On |
Rifle on the back with 1. |
| Sling Style |
ADHD |
Animation flavor: Simpleton, ADHD, or Israeli. |
| Sling Interactions |
On |
Sling/Unsling actions in the ACE self-interaction menu (Equipment). |
| Default Sling |
(empty) |
Sling item class to give units automatically. |
| Require Sling |
On |
You must have a sling item to use the system. |
| Double-Time |
Off |
If off, you cannot sprint with a slung rifle. |
| Unsling in Arsenal |
Off |
Automatically unslings when you open arsenal. |
Each sling item also has its own bone/position box under this category. Leave those unless a slung gun clips through your vest.
TF999 Animate → Items
| Setting |
Default |
What it does |
| Attachment Change |
On |
Animation when you swap an optic/laser/etc. |
| Weapon Throwing |
On |
Alt + T / Ctrl + Alt + T throw or drop the gun. |
| Night Vision |
On |
Animation when flipping NVGs. |
| Map / UAV / Watch / Compass |
On |
Hand animations for those items. |
| Droppable Throwables |
Green, red, IR chemlights |
Which items the drop binds can throw on the ground. |
| Infinite Droppables |
Off |
If on, dropping a chemlight does not consume one. |
TF999 Animate → ACE
| Setting |
Default |
What it does |
| Clacker |
On |
Animation when you fire an ACE clacker. |
| Captive |
On |
Animation when escorting an ACE captive. |
| Grenade |
On |
Extra hold animation on Shift + G. |
| Lift |
On |
Animation when ACE-lifting an object. |
| Carry Duration |
5 s |
How long it takes to pick someone up. |
| Droppable ACE actions |
Off |
Extra “drop chemlight” entries on the ACE self-interact menu. |
TF999 Animate → Animations
One on/off switch per dance, emote, door signal, and ACE hand signal (same names as in the controls guide). All default On. Turn one off to hide it from the menu and keybinds.
TF999 Melee
| Setting |
Default |
What it does |
| Enable Melee |
On |
Double-tap F to fight with knife/tool/rifle-butt. |
| Damage Modifier |
1 |
Multiplies melee damage. |
| Disarm Modifier |
1 |
Multiplies chance to knock the weapon out of their hands. |
| Stamina Modifier |
1 |
Multiplies stamina used per swing. |
| Sprint Speed |
15 |
You cannot melee while moving faster than this. |
| Volume Multiplier |
1 |
Loudness of hits and takedowns. |
| Blacklist |
(empty) |
Melee types to disable, e.g. rifle, pistol, bayonet. |
| Disable SOGPF Melee |
On |
Turns off Prairie Fire’s own melee so this pack’s is used. |
| Disable SPE44 Melee |
On |
Same for Spearhead 1944 bayonets. |
| Enable Stealth Takedown |
On |
Lets the Stealth Takedown key (unbound by default) instantly kill an unaware AI you're behind while holding a melee weapon. |
TF999 Rappelling & Fast-Roping
Fast-rope out of a hovering helicopter, or rope down (or up) a building edge. Both use the ACE self-interaction menu — hold your ACE self-interact key and look for Rappelling & Fast-Roping. In a helicopter or VTOL you only get Fast-Roping. On foot you only get Rappelling. Nothing here uses the vanilla scroll-wheel action menu.
Rappelling
| Setting |
Default |
What it does |
| Items Needed For Rappelling |
None |
Whether building-edge rappelling needs rope items, or rope + a harness, in your inventory. |
| Ropes Handling After Rappelling |
Always Keep In Inventory |
What happens to used ropes: keep them, leave them piled at the start, or leave the rope hanging in place. |
| Rappelling Velocity |
1 m/s |
How fast you rope down/up a building edge. |
Fast-Roping
Prepare Rope (ACE menu) consumes a rope of 9 m or longer from your inventory or the helicopter's inventory (3 m and 6 m ropes only count for urban rappel). Descent itself does not need another rope — it uses the two settings below. Fast Rope Self only shows after Prepare, between 5 m and 150 m AGL, when the airframe’s horizontal speed is 15 km/h or less (a hover or slow creep), and not if you are the flying pilot.
| Setting |
Default |
What it does |
| Requirements |
None |
What you must have to descend after the rope is prepared: nothing extra, or a harness in inventory. |
| Extra Required Items |
(empty) |
Optional comma-separated list of anything else you must be wearing or carrying to descend — a specific uniform, vest, backpack, headgear, goggles/gloves item, binoculars, or inventory classname. Put eaf_giglovesscarf here if you want the GI gloves. Leave empty for no extra requirement. |
Rope items work with real ACE rope (ACE_rope3 through ACE_rope192, in a ladder where 3, 6, 9, 12, 15, 18, 24, 27, 36, 48, 72, 96, 144, and 192 m are all available) — no separate TF999 rope items exist anymore. If you have an ACE wire cutter (ACE_wirecutter, never consumed), the ACE self-interact menu also has a Cut Rope action under Equipment that cuts your longest carried rope into two ropes of half its length (15 m and 27 m ropes have no clean half and can't be cut further).
Two keybinds also exist under TF999 Rappelling & Fast-Roping in Controls → Configure Addons (building-edge rappelling only — the heli version is ACE-menu-only): Attach / Rappel / Detach (all-in-one) and Detach Rope (drops a persistent hanging rope).
TF999 Breach
| Setting |
Default |
What it does |
| Enable Breaching |
On |
Door/wall breaching with charges, shotgun, lockpicks, etc. |
TF999 Breach → Explosives
| Setting |
Default |
What it does |
| Explosive Stun |
On |
Breaching charges also flashbang people nearby. |
| Explosive Ragdoll Force |
1 |
How hard people get thrown. |
| Explosive Ragdoll Distance |
5 m |
How far that throw reaches. |
| Auto Fuse Time |
5 s |
Delay on auto-fuse charges. |
| Shock Tube Fuse Time |
3 s |
Delay after the shock-tube burn, before boom. |
| Shock Tube Wire Delete Time |
240 s |
How long the wire stays on the ground. |
TF999 Breach → Interaction
| Setting |
Default |
What it does |
| Enable ACE Interaction |
On |
Knock / lock / pick on the ACE door menu. |
| Disable Vanilla Interaction |
Off |
If on, hides the vanilla scroll-wheel door actions. |
| Break Locks |
On |
A successful breach also breaks the lock. |
TF999 Breach → Auto Locking
| Setting |
Default |
What it does |
| Lock Chance (House) |
20% |
Chance a building is picked for random locks. |
| Lock Chance (Door) |
20% |
Chance each door in that building is locked. |
| Lock Blacklist |
(empty) |
Building types that never get random locks. |
TF999 Breach → Lock Picking
| Setting |
Default |
What it does |
| Paperclip Chances |
0 / 50% / 25% / 15% |
Success chance on glass / civilian / military / reinforced doors. |
| Lockpick Chances |
0 / 75% / 50% / 5% |
Same, with a real lockpick. |
| Picking Duration |
20 s |
How long a pick takes (a bit of randomness). |
TF999 Breach → Ballistic
| Setting |
Default |
What it does |
| Breaching Ammo |
Shotgun slugs/buck |
Ammo types that blow doors. |
| Ammo Multiplier |
1 |
How well other ammo still works on doors. |
TF999 Breach → Classification
Lists of wall wrecks, military buildings, and reinforced buildings. Leave the defaults unless a custom map’s doors are classified wrong.
TF999 Breach → Flashbang
| Setting |
Default |
What it does |
| Volume |
5 |
Bang loudness. |
| Distance |
10 m |
How far the stun reaches. |
| Intensity |
1 |
How strong the white-out / disorient is. |
| Decreased Effects |
0.1 |
How much friendlies are spared. |
| Surrender Chance |
10% |
Chance flashed AI put their hands up. |
| Spray Chance |
40% |
Chance flashed AI fire wildly. |
| Brightness |
1 |
Flash brightness. |
| Enable Smoke |
On |
Smoke puff. |
| Enable Flash |
On |
Muzzle flash. |
| Enable Sparks |
On |
Sparks. |
TF999 Immerse
Camera, vignette, and suppression “hit” when rounds come close.
| Setting |
Default |
What it does |
| Enable |
On |
Master switch for immerse effects. |
| Cancer Prevention |
45 |
Caps how nasty sprint camera movement gets. |
TF999 Immerse → Display
Vignette, blur, weapon sway, sight alignment, and how much a bipod calms it. All multipliers; 1 is normal.
TF999 Immerse → Suppression
| Setting |
Default |
What it does |
| Intensity |
0.3 |
How hard close rounds punch the screen. |
| Distance |
10 m |
How close a round must pass to count. |
| CQB Distance |
20 m |
Inside this range, suppression is scaled by CQB Multiplier. |
| CQB Multiplier |
0.1 |
Turns suppression down in CQB so it isn’t blinding. |
| Decay |
0.2 |
How fast the effect fades. |
| Blur Multiplier |
1 |
Extra blur on top of suppression. |
TF999 Light
| Setting |
Default |
What it does |
| Brighter Night |
0.3 |
Night-time ambient brightness. |
| Light Shafts |
1 |
God-ray / volumetric shafts. |
| Muzzle Flash Brightness |
0.07 |
How bright muzzle flashes are. |
| Tracer Brightness |
0.3 |
How bright tracers are. |
TF999 Light → Flare
Brightness, flicker, size, how far you can see a flare, how long it burns (default 240 s), how slowly it falls, air wobble, and pop/burn sounds (on). Cutoff Altitude kills the light when the flare is this close to the ground (default 10 m).
TF999 Environment
Time acceleration and weather. Mostly for missions / Zeus.
| Setting |
Default |
What it does |
| Time Acceleration (Day) |
6× |
How fast daytime passes. |
| Time Acceleration (Night) |
12× |
How fast nighttime passes. |
| Dynamic Weather |
Off |
Weather drifts over time. |
| Dynamic Weather Time |
15 min |
How often it rolls a new weather state. |
| Update Weather |
On |
Flip this to force a weather refresh. |
Overcast, lightning, rain, fog, waves, and wind each have a current value plus min/max for dynamic weather. Fog max defaults very low (0.01) so it does not white-out the map.
TF999 Attachment
Flashlight / IR laser / illuminator on the gun (formerly "Illuminate The Night").
TF999 Attachment → Laser/Illuminator
| Setting |
Default |
What it does |
| Use base-game keybinds |
On |
Vanilla Headlights key also toggles the rail device. |
| Canting mod of choice |
ITN Compatible |
Which canting mod to follow if you have more than one. |
| Simplified controls |
Off |
Devices start in IR laser; the physical OFF click is skipped. |
| Use generic interface |
Off |
Same generic panel for every device. |
| Interface tooltip mode |
Verbose |
Verbose, brief, or off. |
| Show interface overlay |
Off |
Highlights the buttons on the device picture. |
| Nightvision color mode |
Green phosphor |
Green, white, or a custom color so the laser overlay matches your NVGs. |
| Custom nightvision color |
White |
Used when color mode is Custom. |
| Draw distance |
1000 m |
Other people’s lasers/lights stop drawing beyond this. Lower it if FPS tanks. |
| Debug mode |
Off |
Prints rail-device debug text to chat. Leave off. |
TF999 Weapons
| Setting |
Default |
What it does |
| Round Count, Barrel Temp, Throwables count |
On |
Extra ACE HUD bits: ammo, barrel heat, grenades left. Only if ACE is loaded. |
Corner Shooting
Lean the rifle around or over cover. Ctrl + right mouse is also TSP Cant by default — rebind one of them under Configure Addons if they fight.
| Setting |
Default |
What it does |
| Disable camera shift |
On |
When on, the third-person camera does not slide with the weapon as you peek. Turn it off if you want the camera to follow the lean. |
Aim Sway
Settling camera shake when you aim down sights (any iron sight or scope) — it kicks in right as you aim in and eases back down, like catching your breath.
| Setting |
Default |
What it does |
| Enable Align |
On |
Turns the aim-in settle shake on or off. |
| Enable Align steady shake |
On |
A small continuous shake while you stay aimed in, scaled by fatigue. Off automatically if Align itself is disabled. |
Recoil
Animated recoil on top of the weapon's own recoil. Also stacks with other recoil/sway mods (last writer wins on the live coefficient). The intensity of the recoil animation itself is no longer a manual setting — it now scales automatically with the weapon you're carrying (heavier and longer weapons kick harder) and with any muzzle device attached.
| Setting |
Default |
What it does |
| Change weapon recoil |
1.2 |
Multiplier on weapon recoil. 1 is unchanged. |
| Change weapon sway |
1 |
Multiplier on weapon sway. Other aim-sway mods usually overwrite this. |
| Unpredictable recoil |
On |
Recoil varies on automatic fire. |
| Unpredictable recoil max / mid / min |
1.4 / 1.1 / −1 |
Range for the random recoil roll. |
| Recoil recovery |
2 |
How fast recoil falls back. |
| Accumulative recoil |
1.02 |
Extra kick per shot in a burst. |
| Recoil limit |
1.8 |
Caps how far accumulative recoil can climb. |
| Recoil variety |
On |
Extra per-shot variety. |
| Recoil variety (close / kick) |
1 / 2 |
Amount of that extra variety. |
| Enable animations for the handgun |
On |
Recoil animations on pistols too. |
| Smooth recoil |
On |
Smoother recoil animation blending. |
| New recoil |
On |
Uses the newer recoil animation set. |
Recoil AI
All skill sliders default to 1 (no change). Harmless unless you move them.
| Setting |
Default |
What it does |
| Enable animations for AI |
On |
AI get the same recoil animations. |
| AI deviation / distance / visibility |
0 |
Extra AI aim miss. 0 is off. |
| Enable coefficients for AI |
On |
Lets the min/max skill sliders below do anything. |
| Enable adding coefficients |
On |
Adds those coefficients on top of the unit's skill instead of replacing it. |
| AI skill min/max (general, aiming accuracy/speed/shake, reload, commanding, courage, spot distance/time, endurance) |
1 each |
Multipliers on those AI skills. Leave at 1 unless you want smarter/dumber AI. |
Grenade Throwing
Animated throw. Extended grenade throw is on by default and replaces the vanilla/ACE throw (it deletes that projectile and throws its own). Turn it off for overlay-only animations that leave ACE throwing alone. Left mouse / right mouse / mouse wheel defaults clash with TSP cancel and melee — rebind if needed.
| Setting |
Default |
What it does |
| Extended grenade throw |
On |
Uses this pack's throw instead of vanilla/ACE. Off = animation overlay only. |
| Enable for AI |
On |
AI play the initiation effects. |
| Pin ring |
On |
Shows the pin-pull. |
| Allow tripwires |
On |
Lets Caps Lock plant a tripwire. |
| Allow reverse throw |
On |
Throw backward. |
| Allow for AI reverse throw |
On |
AI can throw backward. |
| Reverse throw distance |
2 |
How far the reverse throw goes. |
| AI reverse-throw exception list |
IR grenades + chemlights |
Magazines AI will not reverse-throw. |
| Torque |
On |
Extra spin on listed anti-tank grenades. |
| Torque list |
RHS RKG-3 / BRK |
Magazines that get extra spin. |
| Initiation-effect exceptions |
IR grenades + chemlights |
Magazines that skip the pin-pull effect. |
| No-sound / no-smoke lists |
empty |
Magazines that skip throw sound or smoke. |
| Throw sight |
On |
On-screen throw preview. |
| Sight transparency / size |
4 / 20 |
How see-through and how big that preview is. |
| Custom impact scripts |
RHS RGO/RGN + RKG-3, ACE flash/flare/incendiary, TSP flashbangs, PTV airburst |
Magazine lists that run a custom impact script. |
| Custom hold positions |
RHS smokes/charges |
Per-magazine in-hand offset. |
Vehicle Hatch
Throw a grenade into an open vehicle hatch (Caps Lock).
| Setting |
Default |
What it does |
| Enable hatch throw |
On |
Master switch. |
| Vehicle type list |
Car, Helicopter, Plane, APCs, Tank |
Vehicle kinds that accept a hatch throw. |
| Damage min / max |
0.3 / 0.6 |
Damage dealt to the vehicle. |
| Crew death chance |
0.3 |
Chance a crew member dies. |
| Injury min / max |
0.1 / 1 |
Injury range for survivors. |
| Bail-out chance (you / AI) |
0.7 / 0.7 |
Chance the crew bails. |
| Bail delay min / max |
3 / 10 s |
When they bail. |
| Injury chance |
0.6 |
Chance of extra injury after bailing (Project Injury Reaction). |
| Injury delay min / max |
0 / 3 s |
When that extra injury starts. |
Throw Force
Per-style throw strength and angle. UP / MIDDLE / DOWN are the three throw types; 1 / 11 / 12 are force notches (mouse wheel). Prone has its own set. Reverse throw is separate.
| Setting |
Default |
What it does |
| Standing UP force / angle (1, 11, 12) |
4 / 80°, 3 / 80°, 2 / 80° |
Lob over cover. |
| Standing MIDDLE force / angle (1, 11, 12) |
16 / 10°, 10 / 10°, 6 / 10° |
Side / straight throw. |
| Standing DOWN force / angle (1, 11, 12) |
8 / 4°, 6 / 4°, 4 / 4° |
Underhand. |
| Prone UP / MIDDLE / DOWN force and angle |
slightly weaker than standing |
Same three types while prone. |
| Reverse throw force / angle |
10 / 8° |
Backward throw. |
TF999 Sounds
Death screams, vehicle blows, foley, inventory, suppression debris, extra gun bass, low-ammo clicks, and breathing. Each block has an enable switch plus volume/range sliders. Volume sliders are 0–100% in steps of 1 (100% is the old maximum).
| Category |
What you can turn |
| 1) Death sounds |
Death, headshot, neckshot; close vs far volume and range. "Mute headshot/neckshot if suppressed" (on by default) skips just the headshot/neckshot sound — not the regular death sound — when the killing shot came from a suppressed weapon. |
| 2) Vehicle destruction |
Extra boom when a vehicle dies; close vs far volume and range. |
| 3) Additional foley |
ADS, leaning, opening the map. |
| 4) Inventory sounds |
Open/close inventory, and take/put item. |
| 5) Suppression sounds |
Debris, sniper, vehicle/high-cal, and shell-shock. |
| 6) Firing sounds |
Low-ammo click and extra bass. |
| 7) Player breathing |
Master switch, then separate enable + volume for idle, sprint, stamina levels 1–3 plus recovery (vanilla or ACE), grenade throw, incoming-fire suppression, and hurt. |
| 8) Misc stuff |
Face list used to pick female voice lines. Leave the default list unless you add custom faces. |
| 9) NVG |
Click when you flip NVGs on (vanilla N). Enable, sample (default / +15 dB), play mode (say3D or playMusic), and a debug chat line. |
Death Screams
Vocal hit/death screams and death rattles. (Formerly its own "SSD Death Screams" category.)
| Setting |
Default |
What it does |
| Enable hit screams |
On |
Characters scream when injured. |
| Enable death screams |
On |
Characters scream when killed. |
| Enable death rattles |
On |
Crying/gurgling/etc. after death. |
| Allow unconscious sounds |
Off |
Also react while ACE-unconscious. |
| Scream probability (head / chest / stomach / general injury) |
100% each |
Chance to scream on that injury type. |
| Scream probability (head / chest / stomach / general kill) |
100% each |
Chance to scream on that killing blow. |
| Rattle probability (head / chest / stomach / general kill) |
100% each |
Chance for a death rattle after that killing blow. |
TF999 Air Vehicles
Helicopter and plane engine mix, including the extra RHS and USAF jet, helicopter, and rocket sounds. Interior vs exterior volume are separate unless you turn on sync. Cockpit simulation (off by default) muffles the outside engine while you are in first person.
| Setting |
Default |
What it does |
| External / Internal Helicopter Volume |
100% |
How loud helis are from outside vs inside. |
| External Helicopter Volume Multiplier |
1 |
Extra boost on the outside heli mix (1–5). |
| External / Internal Plane Volume |
100% |
How loud planes are from outside vs inside. |
| Breathing Sound Volume |
100% |
G-force breathing in jets. |
| G-Force Rumbling Sound Volume |
100% |
G-force rumble in jets. |
| External Plane Volume Multiplier |
1 |
Extra boost on the outside plane mix (1–10). |
| Simulation of Internal Volume |
Off |
Muffle outside engine noise while you are in the cockpit (first person). |
| Helicopter / Plane Volume (cockpit sim) |
25% |
How much outside engine you still hear when cockpit sim is on. |
| Synchronize Internal and External Volume |
Off |
One slider each for heli and plane, applied to both inside and outside. |
| Debug function (Step 1 / 2) |
Off |
On-screen debug for the volume scripts. Leave off. |
TF999 Effects
Blood pools / death animations live under TF999 Effects from the hit-death pack. Uniform blood is a separate addon.
Uniform Injury
Paints light or heavy blood onto modded uniforms (vanilla A3 uniforms are skipped). Needs a uniform with hidden selections. Blood clears when you are fully healed.
| Setting |
Default |
What it does |
| Max Uniform Texture Resolution |
1024×1024 |
Caps how large the live uniform texture can be (1024 / 2048 / 4096). Stay on 1024 or 2048 — 4096 can hitch or turn uniforms black if memory is tight. Needs a restart. |
| Only Apply to Players |
Off |
When on, AI do not get the overlay (cheaper). Needs a restart. |
| Minimum Blood Duration |
600s (10 min) |
Blood stays visible for at least this long after being drawn, even once you're fully healed. Getting hit again resets the timer. |
TF999 Suppression
Camera shake on near-misses, player blink/tunnel/aim stress, and AI pinning. All under TF999 Suppression, with groups: Camera Shake, Player (General / Visual / Aim & Handling / Update & Performance), AI (General / Suppressive Fire / Player Group), and Debugging. Separate from TF999 Immerse (the TSP vignette pack).
Camera Shake
Caliber-scaled shake when a round cracks past you. Off while you are in a vehicle, ACE-unconscious, viewing through Zeus, or using the helmet camera (Tools Misc). Reduced automatically while prone.
| Setting |
Default |
What it does |
| Enable Camera Shake |
On |
Master switch for this shake only (not blink/tunnel). |
| Max Shake Power |
9 |
How hard the camera kicks at full effect. |
| Shake Time |
3 s |
How long each kick lasts. |
| Shake Frequency |
40 |
How fast the shake vibrates. |
| Min / Max Caliber |
100 / 3000 |
Config caliber range used to scale the kick. |
| Enable Distance Check |
Off |
If on, ignore shots from closer than Min Distance. |
| Min Distance |
10 m |
Used only when the distance check is on. |
| Prone Shake Multiplier |
0.4 |
Shake intensity while prone, as a fraction of normal (0.4 = 40%). Standing/crouched are unaffected. |
Player
| Setting |
Default |
What it does |
| Enable Player Suppression |
On |
Blink, blur, and aim/recoil stress when rounds crack or you are hit. |
| Ignore Friendly Fire |
On |
Squad/friendly rounds do not trigger those FX. |
| Stance Mult (Stand / Crouch / Prone) |
1 / 0.5 / 0.25 |
How much of the effect you take in each stance. |
| Eye Blink |
On |
Eyelid blink when a round lands near you. Cooldown stops spam. No idle blinks. |
| Blink Cooldown / Sensitivity |
1.51 s / 0.35 |
How often a suppression blink can fire, and how big a suppression jump is needed. |
| Blink Speed / Blink Blur |
0.19 / On |
How long each blink takes, and whether the blink adds dynamic blur (0.1–0.4 from suppression stress, lasts the blink cooldown). |
| Aim / Recoil sliders |
(see Addon Options) |
How badly aim and recoil degrade under stress, and how fast they recover. |
AI
| Setting |
Default |
What it does |
| Enable AI Suppression |
Off |
AI pin, skill degrade, and (if enabled) suppressive bursts. |
| Hybrid with Vanilla Brain |
On |
Turns down extra aim-nerf because vanilla already worsens aim under fire. |
| Disable All Stance Changes |
On |
Stops the mod forcing crouch/prone on any AI. |
| Strength / Half-life / Cap |
1 / 5 s / 12 s |
How hard AI get pinned, how fast they recover, max lock time. |
| Skill Cap |
0.35 |
How far accuracy/courage can drop at max stress. |
| Use Suppressive Fire |
On |
AI dump bursts at known targets. Burst length and max distance are separate sliders. |
| Player Group toggles |
Off |
Exclude your squad from stance changes, skill drop, and/or suppressive fire. |
Debug (off) prints extra logs and adds debug actions. Leave it off.
Explosion Suppression
Screen shake, blur, chromatic aberration, and knockout when an explosion (grenade, rocket, artillery, etc.) goes off near you or an AI — separate from the groups above, which react to bullets snapping past, not blasts. (Formerly its own "CG7 - Explosion Suppression" category.)
| Setting |
Default |
What it does |
| Enable Explosion Suppression |
On |
Master switch for everything in this category. |
| Explosion Detection Distance (m) |
100 |
Max distance an explosion is checked from. |
| Maximum Effect Strength |
4 |
Caps how strong the concussion effect can get. |
| Duration Multiplier |
1.0 |
Scales how long the effect lasts. |
| Camera Shake Multiplier |
1.0 |
Scales shake intensity. |
| Camera Shake Duration Mult |
0.8 |
How long the screen shakes relative to the main effect. |
| Blur Multiplier |
1.0 |
Scales Dynamic + Radial Blur strength. |
| Chromatic Aberration Multiplier |
1.0 |
Scales color distortion at screen edges. |
| Enable Player Physical Reaction |
On |
Player flinches or falls unconscious based on blast strength. |
| Enable AI Physical Reaction |
On |
Same, for AI units. |
| Drop Weapons on Knockout |
On |
Primary/secondary weapon falls to the ground when knocked out. |
| Enable Stamina Drain |
On |
Stamina resets and breathing gets heavy after a concussion. |
| Enable Deafness Effect |
Off |
Muffles sound during concussion. Disable if you run ACE3 Medical, to avoid audio conflicts. |
TF999 Movement
Climb, vault, drop, jump, auto-run, and get a boost from a teammate — plus two AI-only add-ons: AI opening doors as they approach, and AI breaking through a window to reach a player inside a building. Keys are Space (jump), Shift + Space (climb/drop only), Ctrl + Space (all-in-one), Alt + Space (assist), Alt + W (auto-run) — see keybinds_users.md.
Core
| Setting |
Default |
What it does |
| Enable climbing/dropping |
On |
Master switch for climbing and dropping. |
| Enable jumping |
On |
Master switch for jumping. |
| Maximum climb height |
2.6 m |
How high you can climb on/over objects. |
| Maximum drop height |
6 m |
How far you can drop down from a ledge. |
| Minimum terrain climb height |
0.3 m |
How tall a terrain bump has to be to count as climbable (keeps you from "climbing" gentle slopes). |
| Assist height |
1 m |
Extra height reachable when a teammate boosts you (see Assist below). |
| Jump velocity |
3.5 |
How high you jump. |
| Jump forward velocity |
1.2 |
Extra forward momentum added to a jump based on your speed. |
| Yeet coefficient |
1.4× |
Extra jump velocity when you jump off a downed/prone teammate. |
| Allow mid-air climbing |
On |
Lets you grab a ledge while falling or jumping toward it. |
| Allow climbing on standing units |
Off |
If on, you can climb onto a unit that's standing up (not just crouched/prone). |
| Object type blacklist |
(pre-seeded) |
Extra object classes/models that can never be climbed on — fences, razor wire, ropes, and similar are blacklisted out of the box; add more as a comma-separated list. |
| Object type whitelist |
(empty) |
Overrides the blacklist for specific classes/models. |
| Animation speed coefficient |
1× |
Speed multiplier for all climb/vault animations. |
Preferences
| Setting |
Default |
What it does |
| Prevent high edge vaulting |
Off |
If on and you're above the max drop height, vanilla's own vault action is suppressed (only works if your vanilla "vault" key matches Climb/drop only). |
| Enable walkable surface |
On |
Lets you stand on top of props that vanilla physics normally wouldn't support. |
| Hint type |
Title effect |
How failure messages ("Can't climb: overweight", etc.) are shown — Hint, silent hint, title effect, system chat, or disabled entirely. |
| Drop view elevation |
-0.7 |
How far down you need to look for the all-in-one key to trigger a drop instead of a climb. |
| Interact behavior in vehicles |
Dismount |
What the Interact key does while you're in a vehicle: get out, or (as driver) toggle the engine. |
Stamina
| Setting |
Default |
What it does |
| Stamina coefficient |
1× |
Overall stamina-drain multiplier for every action below. |
| Jump duty |
1 |
Base stamina cost to jump. |
| Climb on duty |
3.4 |
Base stamina cost to climb onto an object, scaled by height. |
| Climb over duty |
3 |
Base stamina cost to climb over an object, scaled by height. |
| Drop duty |
0.7 |
Base stamina cost to drop down, scaled by depth. |
| Assist duty |
1.5 |
Base stamina cost to boost a teammate up. |
| Stamina animation speed modifier |
0.4 |
How much low stamina slows down your climb animations. |
Weight
| Setting |
Default |
What it does |
| Jumping velocity load coefficient |
1× |
How much your carried weight cuts into jump velocity. |
| Enable max weight checking |
Off |
Turn on to enforce the weight caps below. |
| Max Weight - Jumping |
100 |
Weight cap to be allowed to jump. |
| Max Weight - Climb 1m |
100 |
Weight cap to climb a 1 m obstacle. |
| Max Weight - Climb 2m |
85 |
Weight cap to climb a 2 m obstacle. |
| Max Weight - Climb 3m |
60 |
Weight cap to climb a 3 m obstacle (values in between are interpolated). |
Doors
| Setting |
Default |
What it does |
| AI open doors |
On |
AI units open building doors when they walk up to them. |
| Trigger distance |
1 m |
Horizontal distance at which an AI opens a door. |
| Check interval |
0.25 s |
Lower reacts faster but costs more server performance. |
| Building scan range |
30 m |
Search radius for buildings (measured to the model centre). |
| Slow down duration |
4 s |
How long an AI walks instead of running after opening a door. |
Windows
| Setting |
Default |
What it does |
| Window assaults |
On |
AI move to a window and climb in to reach an enemy inside a building. |
| Search range |
40 m |
How far an AI looks for a building with a target inside. |
| Units per building |
2 |
How many AI can assault the same building at once. |
| Approach timeout |
300 s |
Seconds allowed to reach the window before the AI gives up. |
| Hunt after climbing in |
Off |
Keep steering the AI toward the target after it's inside. When off, the AI rejoins its group and normal AI takes over. |
| Leave formation |
On |
Move the AI to its own group during the assault so formation orders don't pull it back. |
Debug (all off by default) prints extra logs/chat messages for climbing, window assaults, and doors. Leave them off.
Double Time
Weapon-specific alternative sprint styles (fast run side-to-side, WW2 style, water wading, pistol/launcher sprint), ported from the "alternative_running" source pack. Double-tap Shift + W to start (see keybinds_users.md), then keep holding it to keep sprinting — releasing the key cancels it, and so does turning, stopping, running out of stamina, taking a leg injury, or opening Zeus/Arsenal. Turn off "Require double-tap" below to start it with a single press instead — the key still works no matter what you rebind it to.
Starting needs at least the "start" stamina threshold below, but once you're already sprinting it's allowed to keep draining past that down to the lower "continue" threshold before it cuts off — so starting at high stamina doesn't get interrupted the instant you dip under the start requirement.
| Setting |
Default |
What it does |
| Require double-tap |
On |
If off, a single press of Double Time starts it instantly instead of needing a double-tap (still cancels on release either way). |
| Stamina threshold - start |
40% |
Minimum stamina needed to start Double Time. |
| Stamina threshold - continue |
20% |
Once sprinting, stamina has to drop to this (lower) point before Double Time cuts off — starting above 40% isn't interrupted just for dipping under it. |
| Prevent with backpack |
Off |
When on, you can't start Double Time while wearing a backpack, unless that backpack is in the exclude list below. |
| Backpack exclude list |
(empty) |
Comma-separated backpack classnames still allowed to Double Time even when "Prevent with backpack" is on. |
| Stamina cost multiplier - with backpack |
5x |
How much faster Double Time burns stamina compared to normal running while you're wearing a backpack. |
| Stamina cost multiplier - no backpack |
3x |
Same, but when you don't have a backpack on. |
| Stamina cost - load effect |
1 |
How much your equipment load pushes the cost above, on top of the multiplier — 0 means load doesn't matter, 1 means being fully loaded doubles it. |
| Sprint style - default |
Weapon Up |
Style used for magazines holding 11–39 rounds (typical assault rifles). |
| Sprint style - machine gun |
Fast run (side to side) |
Style used for magazines holding 40+ rounds. |
| Sprint style - bolt-action |
WW2 style |
Style used for magazines holding 10 or fewer rounds. |
TF999 Item Info
Shows a stats panel for the item you select in the inventory screen.
| Setting |
Default |
What it does |
| Item stats interaction |
Single click |
Single click: selecting an item shows its stats, double-click hides them. Double click: double-clicking an item toggles its stats. |
| Mass display |
Estimated kg |
Show item mass in Arma units, estimated kilograms, or estimated pounds. |
TF999 Item Restriction
Blocks wearing one item together with another (default: NVGs on a cap or hat). Stripped items go into inventory, or onto the ground if there is no space. Put the rule on the item that causes it — children inherit it:
incompatibleSlottedItems[] = {"hmd", "facemask", "radio"};
incompatibleItemClasses[] = {"NVGoggles"};
incompatibleItemClassesBase[] = {"H_HelmetB"};
incompatibleSlottedItems is slot types (not a classname). incompatibleItemClasses is exact classnames in any slot. incompatibleItemClassesBase is those classes plus everything that inherits from them. Extra CBA TriggerClass:slotOrClass rules below are for items you do not own.
| Setting |
Default |
What it does |
| Enabled |
On |
Master switch for item restriction. |
| Allow NVGs with nothing on head |
On |
If off, an empty head slot also strips / blocks NVGs. |
| Trigger whitelist |
(empty) |
Classnames that never impose restrictions when worn. |
| Force HMD-block list |
(empty) |
Classnames that always block the NVG slot when worn. |
| Never-remove list |
HMD-slot gadgets, cigs, gloves, ACE NVG binoculars |
Classnames this addon will not unequip. |
| Extra rules |
(empty) |
Extra H_Cap_red:hmd pairs, or a classname instead of a slot. Prefer incompatibleSlottedItems[] on the item when you can. |
TF999 - Tools Misc / Window Break
Adds an ACE self-interaction action to break the glass on any building's windows, so you don't need to shoot them out.
| Setting |
Default |
What it does |
| Enable Interactions |
On |
Master switch for the window-break action and its building scan. |
| Interaction Color |
White |
Color of the interaction icon in the ACE menu. |
| Interaction Distance |
2 m |
How close you need to be for the action to appear/work. |
| Break Sound Range |
8 m |
How far away others can hear the glass break. |
| Enable on Invincible Buildings |
On |
If off, buildings marked invincible (allowDamage false) never get the action. |
TF999 Incognito
Stay undercover so enemy AI treats you as a civilian/neutral, as long as you follow the gear and behaviour rules. No extra keys — everything here is Addon Options.
| Setting |
Default |
What it does |
| Enable Incognito System |
On |
Master switch for the whole undercover check. |
| Allowed Side |
BLUFOR |
Which side can use incognito (BLUFOR / OPFOR / Independent). |
| Incognito Check Speed |
2 s |
How often it re-checks while you are already undercover. |
| Non-Incognito Check Speed |
30 s |
How often it re-checks while you are exposed. |
| Vehicle Fired Cooldown |
300 s |
How long firing a vehicle weapon keeps you exposed. |
| Allow holsted sidearms |
Off |
If on, a holstered pistol does not break cover. |
| Allow weapons to be held |
Off |
If on, you can hold a weapon as long as it is not raised. |
| Allow Sprinting |
On |
If on, sprinting does not break cover. |
| Enable proximity checks |
Off |
If on, getting too close to an enemy AI exposes you. |
| Proximity to enemy |
10 m |
Distance that counts as "too close" when proximity checks are on. |
| Uniform / Vest / HeadGear / BackPack / Weapon mode |
Ignore |
Use the matching list as allowed, as banned, or ignore that slot. |
| Uniform / Vest / HeadGear / BackPack / Weapon list |
example classnames |
Comma-separated classnames for the matching mode. |
| Simple User-Interface |
On |
Shows an UNDERCOVER / EXPOSED banner when your state changes. |
TF999 CQB
Ready or Not style morale: shout at AI to make them surrender. Detain, carry, and load captives with ACE. Default shout key is Ctrl + 4 (see keybinds_users.md). ACE captives and Zeus Enhanced are used when those mods are loaded; they are not required.
0 | Disable Features
These need a mission restart.
| Setting |
Default |
What it does |
DISABLE CQB Interactions completely! |
Off |
Turns the whole morale/surrender/detain system off. |
| IGNORE: Blufor/West side |
Off |
Skips BLUFOR units. |
| IGNORE: Opfor/east side |
Off |
Skips OPFOR units. |
| IGNORE: Independent side |
Off |
Skips Independent units. |
| IGNORE: Civilian side |
Off |
Skips civilians. |
| DISABLE: Removal of Weapons on Surrender |
Off |
If on, surrendering units keep their weapons. |
1 | Extra options
| Setting |
Default |
What it does |
| Unarmed Civilians take more 'Morale Damage' ? |
On |
Unarmed civilians lose morale faster. |
| Morale Modifier |
1.0 |
Multiplies morale damage. Lower makes surrender harder, higher makes it easier. |
| Surrender Threshold |
25% |
Unit surrenders when morale falls below this. |
| Shouting Distance |
50 m |
How far a shout can reach (still needs line of sight). |
| Enable Player Voice |
On |
You speak a shout line when ordering surrender. |
| 3D Dialogue Scale |
1 |
Size of the surrender text over a unit's head (your client only). |
| 3D Dialogue Distance |
50 m |
How far that 3D text is still drawn. |
2 | Class Filters
Needs a mission restart.
| Setting |
Default |
What it does |
| Unit Class Blacklist |
WebKnight zombie classes |
SQF array of unit classes the morale system ignores (inheritance counts). |
3 | AI behaviour
| Setting |
Default |
What it does |
| AI Can Shout |
Off |
Lets AI shout at enemies the same way the player keybind does. |
| AI Shout Scope |
Player's group only |
Which AI are allowed to shout: any, friendlies, or your group. |
| AI Shout Cooldown |
15 s |
Seconds an AI waits before shouting again. |
TF999 Enhanced Ranks
Per-unit/per-UID rank-insignia system (~30 nations' worth of insignia sets), a Zeus "Enhanced Rank" module, and Eden editor attributes to set a unit's insignia faction/icon by hand.
General
| Setting |
Default |
What it does |
| Rank size |
1x |
Scales the size of the rank insignia icon. |
| Rank name language |
Arabic |
Language you see rank names in on the overhead nametag — affects how you view everyone, not just yourself. Falls back to English for any nation whose ranks don't have an Arabic name yet. |
| Default rank info |
default_faction / default_rank |
Fallback faction/icon used for players with no other match. |
| UID system |
Disabled |
How per-player insignia is assigned: Disabled, Config (mission config), or CBA Settings (below). |
UID Settings
Only used when UID system above is set to CBA Settings.
| Setting |
Default |
What it does |
| UID settings amount |
16 |
How many numbered player-UID slots (below) are editable. Requires a mission reopen to take effect. |
# - Rank |
default_faction / default_rank |
Faction/icon assigned to the UIDs in the matching # - UIDs slot. |
# - UIDs |
(empty) |
Player UIDs (comma-separated) that should get the matching # - Rank. |
TF999 Persistence Players
Server-side roster: assigns each configured Steam ID a name, an Arabic name, roles, and a rank on spawn/respawn, and can flag connecting players who don't match the roster.
General
| Setting |
Default |
What it does |
| No roster entry action |
Ignore |
What happens when a connecting player's Steam ID isn't in the roster at all: Ignore, Warn (only admins/Zeus see it), or Kick. |
| Name mismatch action |
Ignore |
What happens when a connecting player's actual profile name doesn't match the name configured for their Steam ID: Ignore, Warn, or Kick. |
These are server/host settings, not something each player picks for themselves.
Advanced Towing
ACE-integrated ground-vehicle towing: prepare/pack a tow rope, attach it to another vehicle, and drive it away. Helicopter sling loading (deploy/extend/shorten/retract cargo ropes) ships in the same addon but has no settings of its own — see its keybinds below.
General
| Setting |
Default |
What it does |
| Enable towing |
On |
Master switch for the whole towing system. |
Inventory
| Setting |
Default |
What it does |
| Require ACE rope |
On |
If on, you (or the vehicle's cargo) must actually be carrying an ACE rope item to prepare a tow rope. |
| Allowed rope classes |
ACE_rope3, ACE_rope6, ACE_rope12, ACE_rope15, ACE_rope18, ACE_rope27, ACE_rope36 |
Which ACE rope items count, and how long each one's tow rope ends up. |
| Prefer player inventory |
On |
If on, a rope in your own inventory is used before one from the vehicle's cargo. |
| Allow vehicle cargo |
On |
Lets a rope stored in the towing vehicle's cargo space be used as well as your own. |
Rope
| Setting |
Default |
What it does |
| Maximum rope length |
20 m |
Upper limit on how far apart the two vehicles can be when attaching (the ACE rope item used sets the actual length, capped at this). |
Vehicles
| Setting |
Default |
What it does |
| Max tow mass ratio |
1.5 |
How much heavier than the towing vehicle the cargo is allowed to be. |
| Only damaged vehicles |
Off |
If on, a vehicle must be damaged before it can be towed. |
| Minimum damage |
0.3 |
Damage threshold used when "Only damaged vehicles" is on. |
| Allow vehicle chains |
On |
Lets a towed vehicle itself tow another vehicle. |
Driving
| Setting |
Default |
What it does |
| Towing max speed |
40 km/h |
Speed cap while actively towing something. |
| Enable rope breaking |
On |
If on, the tow rope snaps when stretched or driven too fast. |
AE3 Computers
An in-game laptop/computer simulation: a virtual OS with a terminal, a desktop GUI, a filesystem, USB flash drives, WiFi routers, and power (batteries/generators/solar). Settings are split across categories named after AE3's own sub-systems.
TF999 AE3 Main
| Setting |
Default |
What it does |
| Debug Mode |
Off |
Shows extra internal-state info; leave off for normal play. |
| Network Debug |
Off |
Logs network-sync traffic for troubleshooting; leave off for normal play. |
| Laptop Deployment Type |
Stable |
Which laptop pickup/deployment behavior to use. |
TF999 AE3 ArmaOS
| Setting |
Default |
What it does |
| Allow direct root login |
Off |
Lets the terminal log in as root directly, skipping normal user accounts. |
| Error sound |
On |
Plays a short sound at the computer when a terminal command fails. |
| Transfer speed: local (KB/s) |
20480 |
Simulated speed for local file copies. 0 disables the simulated delay. |
| Transfer speed: USB (KB/s) |
2048 |
Simulated speed for copies to/from a USB flash drive. |
| Transfer speed: network (KB/s) |
512 |
Simulated speed for network transfers (ssh, downloads). |
| Keyboard Layout |
US |
Which physical keyboard layout the in-game terminal expects. |
| Terminal Design |
Ice Blue |
Color/font theme for the terminal window. |
| Terminal Scroll Speed |
1 line |
How many lines the terminal scrolls per input. |
| Terminal Default Size |
75% |
Default terminal text size (also adjustable in-game with Ctrl + Plus/Minus). |
| UI on texture |
Off |
Shows the laptop screen live on the in-world object (not just in the popup dialog) for nearby players. |
| UI-on-Texture Range |
2 m |
How close another player must be to see the live in-world screen. |
| UI-on-Texture Update Interval |
1.0 s |
How often the in-world screen refreshes for nearby players. |
| UI-on-Texture Max Viewers |
3 |
Cap on players simultaneously receiving the live in-world screen from one laptop. |
| UI-on-Texture Max Transmit Lines |
64 |
Cap on terminal lines sent for the in-world screen. |
| UI-on-Texture Keystroke Sync Interval |
0.3 s |
How often individual keystrokes sync to the in-world screen. |
| UI-on-Texture Change Detection |
On |
Only sends updates when the screen content actually changed (saves network traffic). |
| Terminal Dialog Title |
"SHITE™ COMPUTING" |
Title text shown in the terminal window header. |
| Terminal BIOS Version |
"SHITE™ BIOS v1.0.0" |
BIOS version line shown during boot. |
| Terminal Copyright |
(in-game default) |
Copyright line shown in the terminal header. |
| Terminal Boot Message |
"Initializing kernel... please wait..." |
Message shown while the terminal boots. |
| Terminal Tip Message |
(in-game default) |
Tip line shown in the terminal header. |
| Show ASCII Art |
On |
Shows ASCII art in the terminal header on boot. |
| Terminal Tagline |
(in-game default) |
Tagline shown under the ASCII art. |
| Laptop Startup Time |
15 s |
How long a laptop takes to cold-boot. Warm boot (from standby) is always 3s. |
| Laptop Shutdown Time |
15 s |
How long a laptop takes to shut down. |
TF999 AE3 Desktop
| Setting |
Default |
What it does |
| Default laptop interface |
Both (CLI + GUI) |
Whether a laptop opens to the terminal, the graphical desktop, or lets you pick. |
| Desktop window size |
Fullscreen |
Size of the desktop GUI window; smaller sizes help when using a laptop from inside a vehicle. |
| Window dragging |
On |
Lets you move desktop windows by dragging their titlebar. |
| File browsing |
On |
Enables the Files app for browsing the laptop's filesystem. |
| Default theme |
Dark |
Default desktop color theme for laptops with no per-laptop choice set. |
TF999 AE3 Filesystem
| Setting |
Default |
What it does |
| Filesystem Network Sync Mode |
Server Only |
How filesystem changes sync across the network: Server Only (low traffic) or Global (broadcasts to all clients, high traffic — for debugging). |
TF999 AE3 Power
| Setting |
Default |
What it does |
| Power State Change Threshold |
1 |
How big a power-level change (batteries/generators/solar) must be before it's synced. |
| Enable Power State Network Sync |
On |
Syncs power states (batteries, solar, generators) across the network. |
| Power Calculation Update Interval |
1.0 s |
How often power states are recalculated. |
These are server/host settings for the ones marked global in settings.md; most others are per-player preferences.
TF999 AI Camouflage
Category in Addon Options: TF999 AI Camouflage, split into General, Camouflage, Camouflage - Realism and LAMBS Compatibility. These are server/host settings; the host's values apply to everyone.
General
| Setting |
Default |
What it does |
| Compatibility mode |
Automatic |
Automatic enables realistic camouflage and uses the LAMBS information-sharing filter when LAMBS is present. Trait Only keeps camouflage, audibility and the AI concealment guard but skips the LAMBS filter. Disabled turns the whole system off. |
| Show camouflage debug hint |
Off |
Shows a live on-screen readout of your own camouflage state: camouflage and audibility, cover, terrain and clothing, firing penalty, light on you, stance and speed. For testing. Only affects your own screen. |
Camouflage
| Setting |
Default |
What it does |
| Enable dynamic camouflage |
On |
Owner-local camouflage and audibility processing for players, server AI and headless-client AI. |
| Manage movement audibility |
On |
Also lowers how far your footsteps carry while you move slowly and stay hidden, and puts it back to normal when you stop being hidden. |
| Unit update interval |
1.25 |
Seconds between updates for each local unit. Work is staggered across frames. |
| Processing batch size |
16 |
Maximum local units considered during one scheduler pass. |
| Vegetation check radius |
6.5 |
Radius used to measure nearby bushes and trees. Results are cached per unit. |
| Vegetation cache time |
1.5 |
Seconds before physical foliage is checked again. |
| Realistic AI concealment guard |
On |
Prevents AI groups from acquiring or retaining impossible target knowledge through solid terrain, walls, dense bushes or strong grass concealment. Works with vanilla AI and LAMBS. |
| Concealment guard interval |
0.25 |
Seconds between group-level target-lock validation checks. |
| Concealment guard radius |
350 |
Maximum distance around local AI groups where the addon validates player target acquisition. |
| Legitimate sight memory |
2.5 |
Short grace period after a real clear sighting before grass/bush concealment removes exact target lock. Solid terrain and walls remain authoritative immediately. |
| Dense-cover visibility threshold |
0.70 |
How hidden you must be by dense bushes or grass before the AI is considered unable to see you. Higher is stricter. |
| Close-range reveal distance |
4 |
At very close range a genuinely clear, unobstructed view can reveal a target. Physical bush/grass proxies and solid terrain still take precedence. |
| Close-contact persistence |
10 |
Seconds a genuinely identified nearby target remains visually trackable through soft grass or bush cover. Prevents crouching/proning from instantly erasing a contact. Solid terrain and walls still break sight immediately. |
| Close-contact persistence radius |
18 |
Maximum distance where recent genuine visual identification can temporarily override soft grass/bush occlusion. Does not override terrain or walls. |
| Night vision sees through soft cover |
On |
AI with night vision switched on (not merely worn) are not blocked by grass or bushes, and need less visibility to count as seeing you. Walls and hills still block them. |
| Night vision visibility requirement |
0.6 |
Fraction of the normal visibility an AI with night vision switched on needs to count as having a clear view of you. Lower means night vision spots you more easily. |
| Enable physical grass/bush LOS occlusion |
On |
Lets thick grass and dense bushes really block the AI's line of sight, so it can't see through cover that looks solid to you. |
| Grass line-of-sight blocking |
On |
Samples observer-to-target sightlines against terrain and grass surfaces. Deep grass blocks vision regardless of clothing; ghillies also benefit in marginal grass. |
| Bush and dense foliage blocking |
On |
Treats genuinely dense bushes around the target as physical visual cover. Ordinary clothing can hide in a sufficiently dense bush; ghillies remain effective in less-perfect foliage. |
| Physical occlusion update interval |
0.25 |
How often the grass and bush blocking is refreshed, in seconds. Lower is more responsive but costs more performance. |
| Physical occlusion radius |
260 |
Maximum distance from each player where local hostile AI receive grass/bush LOS validation. |
| Maximum occlusion observers |
32 |
Maximum closest local hostile AI evaluated per player in each pass. Limits CPU cost in large missions. |
| Grass LOS sample spacing |
7 |
Approximate metres between terrain samples along the AI-to-player line of sight. Lower values detect narrow grass ridges more accurately but cost more CPU. |
| Maximum grass LOS samples |
22 |
Hard cap on terrain samples per observer/target check. |
Camouflage - Realism
| Setting |
Default |
What it does |
| Minimum camouflage coefficient |
0.04 |
Safety floor. Lower values make deeply concealed units harder for AI to visually detect. |
| Maximum camouflage coefficient |
1.80 |
Safety ceiling for highly exposed or mismatched units. |
| No-match camouflage |
1.20 |
Multiplier for an outfit that does not blend into the ground at all (rating 0). Better matches fall on a straight line from this down to the perfect-match value. |
| Perfect-match camouflage |
0.42 |
Multiplier for a perfect match with the ground (rating 1), which a ghillie suit gets on its own kind of ground, before stance, movement and cover. |
| Ghillie on the wrong ground |
0.76 |
The worst multiplier a ghillie can get: it still breaks up the wearer's outline on ground it does not match, but is weaker than a match. |
| Full-ghillie outline factor |
0.82 |
Additional multiplier for full-body ghillie suits. |
| Hi-vis clothing penalty |
1.55 |
Multiplier for the most conspicuous gear (full hi-vis) compared with an outfit that has no match. Civilian clothing counts as partly conspicuous. |
| Prone factor |
0.70 |
Stance multiplier while prone. |
| Crouch factor |
0.84 |
Stance multiplier while crouched. |
| Standing factor |
1.00 |
Stance multiplier while standing. |
| Movement penalty per m/s |
0.11 |
Additional exposure per metre per second. Uses actual metres per second. |
| Physical foliage effect |
0.62 |
Maximum visual detection reduction from actual bushes, trees, tall grass and dense surface clutter. |
| Ghillie-in-cover bonus |
0.55 |
Additional multiplier for a slow crouched or prone ghillie unit in real physical foliage. |
| Unsuppressed firing penalty |
0.55 |
Temporary additional exposure after firing an unsuppressed weapon. |
| Suppressed firing penalty |
0.20 |
Temporary additional exposure after firing with the active weapon's suppressor. |
| Firing penalty duration |
18 |
Seconds over which firing exposure fades. |
| Visible tracer firing penalty |
0.8 |
Extra exposure added on top of the normal firing penalty when the round fired is a visible tracer. A suppressor or subsonic ammunition does not reduce it. |
| Tracer night multiplier |
2 |
Multiplies the visible tracer penalty in the dark. Full effect at night, none in full daylight, blending through dawn and dusk. |
| Infrared tracer firing penalty |
0 |
Extra exposure added for infrared tracer rounds (ammunition or magazine names containing IR or Dim). They cannot be seen without night vision, so this is normally 0. |
| Subsonic speed limit |
340 |
Bullets leaving the muzzle slower than this speed, in metres per second, count as subsonic. |
| Subsonic firing penalty |
0.12 |
Temporary additional exposure after firing subsonic ammunition without a suppressor. Replaces the normal unsuppressed firing penalty. |
| Subsonic suppressed firing penalty |
0.06 |
Temporary additional exposure after firing subsonic ammunition through a suppressor. |
| Subsonic shot audibility |
1.15 |
How much louder you are for a few seconds after firing subsonic ammunition without a suppressor. 1 means no extra noise. |
| Subsonic suppressed shot audibility |
1.05 |
How much louder you are for a few seconds after firing subsonic ammunition through a suppressor. 1 means no extra noise. |
| Light on the soldier affects camouflage |
On |
At night and outdoors, a soldier lit by a flashlight, lamp or flare is easier to spot, and one standing in the dark is harder to spot. Fades to nothing by day and has no effect indoors or under a roof. |
| Darkness bonus |
0.7 |
Camouflage multiplier for a soldier with no light on them at night. A faint light counts as darkness too, fading to neutral at a moderate light. Lower is harder to spot. |
| Strong light penalty |
2 |
Camouflage multiplier for a soldier in very strong light, such as right next to a flare on the ground. Weaker lights scale between neutral and this value. |
| Weapon light penalty |
1.6 |
Camouflage multiplier at night for a soldier whose weapon light is switched on in a visible mode, outdoors. Infrared modes do not count because they cannot be seen without night vision. Fades to nothing by day. 1 turns it off. |
| Deep concealment threshold |
0.34 |
Final camouflage coefficient below which a slow unit in dense physical cover is considered deeply concealed. |
| Minimum audible coefficient |
0.12 |
Lowest movement audibility allowed while stationary in strong cover. |
| Maximum audible coefficient |
1.50 |
Maximum movement audibility while exposed or moving quickly. |
| Foliage sound damping |
0.58 |
How strongly dense vegetation reduces movement audibility. |
LAMBS Compatibility
| Setting |
Default |
What it does |
| Enable automatic LAMBS integration |
On |
When LAMBS Danger is loaded, hooks into its radio information sharing. It does not change LAMBS behaviours, settings or group memory. |
| Prevent uncertain deep-cover radio reveals |
On |
Stops LAMBS from radioing your position to other AI when you are truly hidden from the receiving unit by terrain, a wall, thick cover or deep concealment. |
| Maximum uncertain knowledge |
1.35 |
Kept only so older saved settings still load. It no longer has any effect. |
| Maximum obscured visibility |
0.18 |
A LAMBS radio share can only be blocked when the receiving unit's direct view of you is at or below this value. |
TF999 Vegetation Interaction
Category in Addon Options: TF999 Vegetation Interaction, split into General, Performance and Debug. Pushing through dense bushes and undergrowth slows soldiers down; the faster they move, the more it holds them back.
General
| Setting |
Default |
What it does |
| Slow player in vegetation |
On |
Slows you when you push through bushes and undergrowth. Your own preference. |
| Slow AI in vegetation |
On |
Slows AI soldiers the same way. Server/host setting. |
| Slowdown strength |
1 |
How strong the slowdown is. 0 turns it off, 1 is full strength. Server/host setting. |
Performance
| Setting |
Default |
What it does |
| Player check interval (s) |
0.25 |
How often you are checked for vegetation. Higher is lighter on performance. |
| AI check interval (s) |
0.5 |
How often AI are checked for vegetation. Higher is lighter on performance. |
Debug
| Setting |
Default |
What it does |
| Debug messages |
Off |
Shows the slowdown details in the on-screen system chat. |
TF999 Weather
Category in Addon Options: TF999 Weather, split by module type. Each box switches one Zeus weather module on or off; a module you turn off will not appear in the Zeus module list. These are server/host settings and take effect after a mission restart. All are On by default. Lightning Storm and Lightning Storm Ender have no switch.
Fog (Zeus Modules)
| Setting |
Default |
What it does |
| low Fog Module |
On |
Makes this Zeus module available. Turn off to hide it. |
| Player Fog Module |
On |
Makes this Zeus module available. Turn off to hide it. |
| Mountain fog |
On |
Makes this Zeus module available. Turn off to hide it. |
Extra Zeus Modules
| Setting |
Default |
What it does |
| Rock Slide Module |
On |
Makes this Zeus module available. Turn off to hide it. |
| Meteor Module |
On |
Makes this Zeus module available. Turn off to hide it. |
| Small Meteor Module |
On |
Makes this Zeus module available. Turn off to hide it. |
| Tornado Module |
On |
Makes this Zeus module available. Turn off to hide it. |
| Volcano Module |
On |
Makes this Zeus module available. Turn off to hide it. |
Storms (Zeus Modules)
| Setting |
Default |
What it does |
| Meteor Storm Module |
On |
Makes this Zeus module available. Turn off to hide it. |
| Thunder Storm Module |
On |
Makes this Zeus module available. Turn off to hide it. |
| Snow Storm Module |
On |
Makes this Zeus module available. Turn off to hide it. |
| Monsoon Module |
On |
Makes this Zeus module available. Turn off to hide it. |
| Dust Storm Module |
On |
Makes this Zeus module available. Turn off to hide it. |
Ambient (Zeus Modules)
| Setting |
Default |
What it does |
| Dust Devil Module |
On |
Makes this Zeus module available. Turn off to hide it. |
| Wind Gusts Module |
On |
Makes this Zeus module available. Turn off to hide it. |
| Dust in Supsension Module |
On |
Makes this Zeus module available. Turn off to hide it. |
| Snowfall Module |
On |
Makes this Zeus module available. Turn off to hide it. |
| Falling Star Module |
On |
Makes this Zeus module available. Turn off to hide it. |
TF999 Fast Reaction AI
| Setting |
Default |
What it does |
| Reaction Speed Multiplier |
1.25 |
How fast AI react/animate compared to vanilla (1.0 = vanilla, 2.0 = superhuman). Can take up to 15 seconds to apply. Player animation speed is untouched. |
TF999 - Tools Interactions
Each checkbox hides one entry from the vanilla scroll-wheel action menu when checked. All default to unchecked (action stays visible). Most need a game restart to apply, since they change how a menu entry is shown, not something checked live. A few (marked below) only appear in this menu when the matching ACE module isn't loaded, since ACE already manages that action itself.
TF999 - Tools Interactions → Air Vehicles
| Setting |
Default |
What it does |
| Hide AutoHover |
Off |
Hides the AutoHover entry from the action menu. |
| Hide AutoHoverCancel |
Off |
Hides the AutoHoverCancel entry from the action menu. |
| Hide CancelLand |
Off |
Hides the CancelLand entry from the action menu. |
| Hide Land |
Off |
Hides the Land entry from the action menu. |
| Hide FlapsDown |
Off |
Hides the FlapsDown entry from the action menu. |
| Hide FlapsUp |
Off |
Hides the FlapsUp entry from the action menu. |
| Hide LandGear |
Off |
Hides the LandGear entry from the action menu. |
| Hide LandGearUp |
Off |
Hides the LandGearUp entry from the action menu. |
| Hide LockVehicleControl |
Off |
Hides the LockVehicleControl entry from the action menu. |
| Hide UnlockVehicleControl |
Off |
Hides the UnlockVehicleControl entry from the action menu. |
| Hide TakeVehicleControl |
Off |
Hides the TakeVehicleControl entry from the action menu. |
| Hide SuspendVehicleControl |
Off |
Hides the SuspendVehicleControl entry from the action menu. |
| Hide VectoringDown |
Off |
Hides the VectoringDown entry from the action menu. |
| Hide VectoringUp |
Off |
Hides the VectoringUp entry from the action menu. |
| Hide VTOLVectoring |
Off |
Hides the VTOLVectoring entry from the action menu. |
| Hide VTOLVectoringCancel |
Off |
Hides the VTOLVectoringCancel entry from the action menu. |
TF999 - Tools Interactions → Static Weapons
| Setting |
Default |
What it does |
| Hide Assemble |
Off |
Hides the Assemble entry from the action menu. |
| Hide DisAssemble |
Off |
Hides the DisAssemble entry from the action menu. |
TF999 - Tools Interactions → Vehicles
| Setting |
Default |
What it does |
| Hide CollisionLightOff |
Off |
Hides the CollisionLightOff entry from the action menu. |
| Hide CollisionLightOn |
Off |
Hides the CollisionLightOn entry from the action menu. |
| Hide EngineOff |
Off |
Hides the EngineOff entry from the action menu. |
| Hide EngineOn |
Off |
Hides the EngineOn entry from the action menu. |
| Hide GetInCargo |
Off |
Hides the GetInCargo entry from the action menu. |
| Hide GetInCommander |
Off |
Hides the GetInCommander entry from the action menu. |
| Hide GetInDriver |
Off |
Hides the GetInDriver entry from the action menu. |
| Hide GetInGunner |
Off |
Hides the GetInGunner entry from the action menu. |
| Hide GetInPilot |
Off |
Hides the GetInPilot entry from the action menu. |
| Hide GetInTurret |
Off |
Hides the GetInTurret entry from the action menu. |
| Hide GetOut |
Off |
Hides the GetOut entry from the action menu. |
| Hide LightOff |
Off |
Hides the LightOff entry from the action menu. |
| Hide LightOn |
Off |
Hides the LightOn entry from the action menu. |
| Hide ManualFire |
Off |
Hides the ManualFire entry from the action menu. |
| Hide ManualFireCancel |
Off |
Hides the ManualFireCancel entry from the action menu. |
| Hide MoveToCargo |
Off |
Hides the MoveToCargo entry from the action menu. |
| Hide MoveToCommander |
Off |
Hides the MoveToCommander entry from the action menu. |
| Hide MoveToDriver |
Off |
Hides the MoveToDriver entry from the action menu. |
| Hide MoveToGunner |
Off |
Hides the MoveToGunner entry from the action menu. |
| Hide MoveToPilot |
Off |
Hides the MoveToPilot entry from the action menu. |
| Hide MoveToTurret |
Off |
Hides the MoveToTurret entry from the action menu. |
| Hide Refuel |
Off |
Hides the Refuel entry from the action menu. |
| Hide Repair |
Off |
Hides the Repair entry from the action menu. |
| Hide RepairVehicle |
Off |
Hides the RepairVehicle entry from the action menu. |
| Hide SearchLightOff |
Off |
Hides the SearchLightOff entry from the action menu. |
| Hide SearchLightOn |
Off |
Hides the SearchLightOn entry from the action menu. |
| Hide TurnIn |
Off |
Hides the TurnIn entry from the action menu. |
| Hide TurnOut |
Off |
Hides the TurnOut entry from the action menu. |
| Hide UnloadFromCargo |
Off |
Hides the UnloadFromCargo entry from the action menu. Only shown if ace_medical_engine isn't loaded. |
| Hide UnloadFromCommander |
Off |
Hides the UnloadFromCommander entry from the action menu. Only shown if ace_medical_engine isn't loaded. |
| Hide UnloadFromDriver |
Off |
Hides the UnloadFromDriver entry from the action menu. Only shown if ace_medical_engine isn't loaded. |
| Hide UnloadFromGunner |
Off |
Hides the UnloadFromGunner entry from the action menu. Only shown if ace_medical_engine isn't loaded. |
| Hide UnloadFromPilot |
Off |
Hides the UnloadFromPilot entry from the action menu. Only shown if ace_medical_engine isn't loaded. |
| Hide UnloadFromTurret |
Off |
Hides the UnloadFromTurret entry from the action menu. Only shown if ace_medical_engine isn't loaded. |
| Hide UnloadUnconsciousUnits |
Off |
Hides the UnloadUnconsciousUnits entry from the action menu. Only shown if ace_medical_engine isn't loaded. |
| Hide Rearm |
Off |
Hides the Rearm entry from the action menu. Only shown if ace_norearm isn't loaded. |
| Hide Eject |
Off |
Hides the Eject entry from the action menu. Only shown if ace_vehicles isn't loaded. |
TF999 - Tools Interactions → General
| Setting |
Default |
What it does |
| Hide Gear |
Off |
Hides the Gear entry from the action menu. |
| Hide PutBag |
Off |
Hides the PutBag entry from the action menu. |
| Hide TakeItem |
Off |
Hides the TakeItem entry from the action menu. |
| Hide OpenBag |
Off |
Hides the OpenBag entry from the action menu. Only shown if ace_interact_menu isn't loaded. |
TF999 - Tools Interactions → Weapons
| Setting |
Default |
What it does |
| Hide LoadEmptyMagazine |
Off |
Hides the LoadEmptyMagazine entry from the action menu. |
| Hide LoadOtherMagazine |
Off |
Hides the LoadOtherMagazine entry from the action menu. |
| Hide TakeDropWeapon |
Off |
Hides the TakeDropWeapon entry from the action menu. |
| Hide TakeWeapon |
Off |
Hides the TakeWeapon entry from the action menu. |
TF999 - Tools Interactions → Explosives
| Setting |
Default |
What it does |
| Hide SetTimer |
Off |
Hides the SetTimer entry from the action menu. |
| Hide TouchOff |
Off |
Hides the TouchOff entry from the action menu. |
| Hide TouchOffMines |
Off |
Hides the TouchOffMines entry from the action menu. |
| Hide UseMagazine |
Off |
Hides the UseMagazine entry from the action menu. |
| Hide UseWeapon |
Off |
Hides the UseWeapon entry from the action menu. |
| Hide ActivateMine |
Off |
Hides the ActivateMine entry from the action menu. Only shown if ace_explosives isn't loaded. |
| Hide Deactivate |
Off |
Hides the Deactivate entry from the action menu. Only shown if ace_explosives isn't loaded. |
| Hide DeactivateMine |
Off |
Hides the DeactivateMine entry from the action menu. Only shown if ace_explosives isn't loaded. |
| Hide UseContainerMagazine |
Off |
Hides the UseContainerMagazine entry from the action menu. Only shown if ace_explosives isn't loaded. |
TF999 - Tools Interactions → UAV
| Setting |
Default |
What it does |
| Hide BackFromUAV |
Off |
Hides the BackFromUAV entry from the action menu. |
| Hide SwitchToUAVDriver |
Off |
Hides the SwitchToUAVDriver entry from the action menu. |
| Hide SwitchToUAVGunner |
Off |
Hides the SwitchToUAVGunner entry from the action menu. |
| Hide UAVTerminalMakeConnection |
Off |
Hides the UAVTerminalMakeConnection entry from the action menu. |
| Hide UAVTerminalReleaseConnection |
Off |
Hides the UAVTerminalReleaseConnection entry from the action menu. |
| Hide UAVTerminalOpen |
Off |
Hides the UAVTerminalOpen entry from the action menu. |
TF999 - Tools Interactions → Medical
| Setting |
Default |
What it does |
| Hide FirstAid |
Off |
Hides the FirstAid entry from the action menu. Only shown if ace_medical_engine isn't loaded. |
| Hide Heal |
Off |
Hides the Heal entry from the action menu. Only shown if ace_medical_engine isn't loaded. |
| Hide HealSoldier |
Off |
Hides the HealSoldier entry from the action menu. Only shown if ace_medical_engine isn't loaded. |
| Hide HealSoldierSelf |
Off |
Hides the HealSoldierSelf entry from the action menu. Only shown if ace_medical_engine isn't loaded. |
TF999 Interaction Menu Expansion
Extra ACE interaction-menu entries (change magazines, mount/dismount, vehicle controls, UAV terminals, and more), vendored from AIMEE.
| Setting |
Default |
What it does |
| Hide actions if associated keybinds exist |
On |
Hides an interaction-menu entry when you already have a keybind for it. |
| Enable magazine switch menu |
On |
Adds a menu to swap magazine types from your self-interaction menu. |
| Enable vehicle gunner magazine switch menu |
On |
Same, but for vehicle gunners. |
| Allow players to step down as leader |
On |
Lets a group leader hand off command via self-interaction. |
| Show vehicle/backpack inventory action |
On |
Adds an "Open" action for vehicle/backpack inventories. |
| Show 3D icon on backpacks |
On |
Shows the open-inventory icon in 3D on the backpack itself instead of the self-interaction menu. |
| Show ground inventory and pick up actions |
On |
Lets you interact with dropped gear on the ground. |
| Enable static weapon assembly actions |
On |
Adds assemble/disassemble actions for static weapons. |
| Release remote control of units using self-interaction |
On |
Lets a Zeus-controlled unit's remote control be released from self-interaction. |
| Add UAV terminal to Equipment menu |
On |
Adds a UAV terminal shortcut to your equipment menu. |
| Take/release control using self-interaction |
On |
Adds take/release UAV control actions. |
| Enable landing gear toggle |
On |
Adds a landing gear action for aircraft. |
| Enable collision light toggle |
On |
Adds a collision light on/off action. |
| Enable head light toggle |
On |
Adds a headlight on/off action. |
| Enable auto-hover toggle |
On |
Adds a helicopter auto-hover action. |
| Enable manual fire toggle |
On |
Adds a manual-fire on/off action for vehicle weapons. |
| Enable engine on/off toggle |
On |
Adds an engine on/off action. |
| Enable flaps control |
On |
Adds a flaps control menu for planes. |
| Show custom component toggles |
On |
Adds toggles for things like helicopter doors/ramps. |
| Add artillery computer to interaction menu |
On |
Adds artillery computer access for gunners. |
| Enable locking controls for helicopters |
On |
Adds a lock-controls action for helicopters. |
| Enable taking controls for helicopters |
On |
Adds a take-controls action for helicopters. |
| Enable vehicle mount actions |
On |
Adds mount actions for entering vehicles. |
| Enable seat change actions |
On |
Adds a change-seat action while inside a vehicle. |
| Enable vehicle dismount/eject actions |
On |
Adds dismount/eject actions. |
| Allow helicopter crew to force eject |
On |
Lets helicopter crew be force-ejected. |
| Add turn in/out to self-interaction menu |
On |
Adds turn in/turn out actions for gunners/commanders. |
TF999 GreenMag
| Setting |
Default |
What it does |
| Max magazines fillable per action (Player) |
0 (fill all) |
Caps how many magazines one refill/unload action tops up at once. |
| Enable GreenMag actions (Server) |
On |
Turns the magazine refill/unload/unpack/belt-combine actions on or off. |
| Simple/advanced GreenMag mode (Server) |
Simple |
Simple hides some of the more detailed magazine-management options. |
TF999 AI Culler (Zeus performance)
| Setting |
Default |
What it does |
| Enable Culler on Start |
On |
Mission starts with distant/unused AI automatically culled to help server FPS. |
| Max Active AI |
150 |
Caps how many AI can be fully simulated at once. |
| BLUFOR/OPFOR/Independent/Civilian Cull Distance |
2000m / 2000m / 2000m / 500m |
How far away AI of that side get culled. |
| Check Interval |
5s |
How often the culler re-checks all AI. |
| Min Active Radius |
200m |
AI this close to any player are always kept active. |
| Combat Detection Radius |
400m |
AI fighting each other within this radius stay active even if far from players. |
| Debug Logging |
Off |
Writes culler activity to the RPT log — leave off unless troubleshooting. |
| Show Unit Name Labels / Show 3D Floating Labels / 3D Label Draw Distance |
On / On / 800m |
As Zeus, mark culled/protected units with name tags and floating 3D labels. |
TF999 Crows Zeus Additions (Zeus Text / PingBox)
| Setting |
Default |
What it does |
| Show No. of wounds and HR / Show pain and bleeding rate / Show medications |
On / On / Off |
As Zeus, show these extra medical status lines over units. |
| Show RC Icon (+ colour) |
On, white |
Marks units currently remote-controlled by any Zeus. |
| Show Surrender Icon (+ colour) |
On, white |
Marks units with a chance to surrender. |
| Show "Activate On Death" Icon (+ colour) |
On, white |
Marks units with a custom on-death action set by Zeus. |
| Enable PingBox / Pingbox Size / Remove Threshold / Spam Ping Threshold / Enable Fading / Duration Before Fade |
On, sensible defaults |
An on-screen box in the lower-left showing the last few Zeus pings and how long ago they happened. |
TF999 Zeus Widgets
3D move/rotate gizmos and auto-cleanup modules for Zeus (from [1TRP] Zeus Widgets). The gizmos themselves use fixed Zeus-display keys (Ctrl+T on/off, and others listed under keybinds), not Addon Options.
| Setting |
Default |
What it does |
| Unconscious UI |
All Units |
Which ACE-unconscious units Zeus sees in the 3D overlay. The HUD list always shows unconscious players when this is not Disabled. |
Zeus Additions (extended Zeus toolset)
A large set of Zeus curator tools and modules (ACE heal/damage/mass-surrender/capture actions, draw-to-build, scatter-teleport, a big misc toolbox, garrison/breach/paradrop/suicide-bomber/car-bomb/drag-body/dust-storm modules, and Zeus target-engagement filters). All of it is used from the Zeus module tree or right-click context menu in-game, not Addon Options — a handful of Addon Options settings only cover secondary defaults (garrison destruction behaviour, resupply crate contents, etc).
EVEN Better Inventory (EBI)
A reworked inventory screen (gear/container/panel layout, sizing, and offsets), a magazine repacking helper, an experimental on-sling weapon swap, and a soldier loadout preview (STASH). Most of these are visual/layout tuning — enable/disable toggles, sliders for panel/slot positions and sizes, UI scale, and preview camera behavior. Compatibility patches for ACE, ACRE2, and Backpack on Chest load automatically when those mods are present; no options of their own.
Ace Advanced Fatigue
Fine-tunes how fast ACE's advanced fatigue drains in different stances and situations — all as multipliers on the normal drain rate, higher number means the drain is slowed down more.
| Setting |
Default |
What it does |
| Default duty factor |
1 |
Base stamina drain multiplier while standing/moving normally. |
| Crouching duty factor |
1 |
Stamina drain multiplier while crouched. |
| Prone duty factor |
1 |
Stamina drain multiplier while prone. |
| Weapon raised duty factor |
1 |
Stamina drain multiplier while your weapon is up (low ready). |
| Aiming down sights duty factor |
1 |
Stamina drain multiplier while aiming down sights. |
| ADS + tactical pace (Ctrl) duty factor |
1 |
Extra drain on top of the setting above while you're moving at the slow, careful pace (holding Ctrl) with your weapon aimed in — steadying your aim while carefully moving is more tiring than aiming while standing still. |
| Weapon handling drain scale |
1 |
How much a heavy/awkward weapon adds on top of the settings above — holding a big machine gun up or aimed in tires you out faster than holding a pistol. Set to 0 to ignore weapon weight entirely. |
| Swimming / Diving duty factor |
1 |
Stamina drain multiplier while swimming/diving. |
| (Sprinting versions of all of the above) |
1 |
Same idea, but only applied while actually sprinting. |
| Weapon-raised-sprinting compensation |
On |
If on, sprinting with your weapon up skips the extra "weapon raised" drain (you're already sprinting, no double penalty). |
| Muscle damage factor |
1 |
How much sustained heavy exertion damages your muscles over time. 0 disables it. |
| AE1 / AE2 / AN Reserve recovery factor |
1 |
How fast your different stamina "reserves" refill between exertion. Set below 0 to keep a reserve always full. |
| AN Fatigue factor |
1 |
Long-term fatigue buildup from repeated exertion. 0 disables it. |
| Alternative Running / AVS duty factors |
1 |
Only shown if you're also running the Alternative Running or Advanced Vault System mods — same idea, applied to their specific movement animations. |
TF999 Main / Drill
| Setting |
Default |
What it does |
| Show drill position icon |
On |
Shows a small on-screen icon while you're holding a drill "Stand Still"/"At Ease" position. |
TF999 Chat Commands
| Setting |
Default |
What it does |
Who can use each command (#medic, #doctor, #eng, #adveng, #healall, #heal, #markers, #zeus, #teleport, #repair) |
Admins (logged in) |
Each of the 10 chat commands has its own setting: restrict it to logged-in admins, open it to everyone, or turn it off entirely. |
TF999 Zeus / Metis Modules
| Setting |
Default |
What it does |
| Show unconscious icon |
On |
While in Zeus, draws an icon and line over any ACE-unconscious player so you can spot them at a glance. |
| Unconscious icon color |
Red |
Color of that icon. |
Tips
- Jabal al-Halal (North Sinai map) has no Addon Options.
- Environment lighting (overhauled outdoor light and skies, including Jabal al-Halal and Shedawn Island Base) has no Addon Options.
- The extra white smoke grenades (M19 impact-fuse and M83A long-burn) have no Addon Options — they are just extra throwables in the arsenal.
- Client-only options (walk speed, sounds, NVG color) you can set for yourself. Mission/server options (AI skill, weather, lock chance) may be locked by the host.
- If a slider has min–max in the menu, the number in Default is the stock middle value, not the maximum.
- Per-emote and per-sling boxes exist so you can disable one animation or tweak one sling without turning the whole system off.