Merge branch 'v0.961' into master
This commit is contained in:
commit
5ff6abc3fc
|
@ -93,7 +93,6 @@ GRLIB_arsenal_weapons = [
|
|||
"rhs_weap_mk18_KAC_wd",
|
||||
"rhs_weap_mk18_m320",
|
||||
"rhs_weap_mk18_wd",
|
||||
"rhs_weap_optic_smaw",
|
||||
"rhs_weap_SidewinderLauncher",
|
||||
"rhs_weap_smaw",
|
||||
"rhs_weap_smaw_green",
|
||||
|
@ -417,7 +416,8 @@ GRLIB_arsenal_items = [
|
|||
"rhsusf_spcs_ocp",
|
||||
"rhsusf_spcs_ocp_rifleman",
|
||||
"rhsusf_spcs_ucp",
|
||||
"rhsusf_spcs_ucp_rifleman"
|
||||
"rhsusf_spcs_ucp_rifleman",
|
||||
"rhs_weap_optic_smaw"
|
||||
];
|
||||
|
||||
GRLIB_arsenal_backpacks = [
|
||||
|
|
|
@ -97,7 +97,6 @@ GRLIB_arsenal_weapons = [
|
|||
"rhs_weap_mk18_KAC_wd",
|
||||
"rhs_weap_mk18_m320",
|
||||
"rhs_weap_mk18_wd",
|
||||
"rhs_weap_optic_smaw",
|
||||
"rhs_weap_SidewinderLauncher",
|
||||
"rhs_weap_smaw",
|
||||
"rhs_weap_smaw_green",
|
||||
|
@ -484,7 +483,8 @@ GRLIB_arsenal_items = [
|
|||
"rhsusf_spcs_ocp",
|
||||
"rhsusf_spcs_ocp_rifleman",
|
||||
"rhsusf_spcs_ucp",
|
||||
"rhsusf_spcs_ucp_rifleman"
|
||||
"rhsusf_spcs_ucp_rifleman",
|
||||
"rhs_weap_optic_smaw"
|
||||
];
|
||||
|
||||
GRLIB_arsenal_backpacks = [
|
||||
|
|
|
@ -98,7 +98,6 @@ GRLIB_arsenal_weapons = [
|
|||
"rhs_weap_mk18_KAC_wd",
|
||||
"rhs_weap_mk18_m320",
|
||||
"rhs_weap_mk18_wd",
|
||||
"rhs_weap_optic_smaw",
|
||||
"rhs_weap_SidewinderLauncher",
|
||||
"rhs_weap_smaw",
|
||||
"rhs_weap_smaw_green",
|
||||
|
@ -491,7 +490,8 @@ GRLIB_arsenal_items = [
|
|||
"rhsusf_spcs_ocp",
|
||||
"rhsusf_spcs_ocp_rifleman",
|
||||
"rhsusf_spcs_ucp",
|
||||
"rhsusf_spcs_ucp_rifleman"
|
||||
"rhsusf_spcs_ucp_rifleman",
|
||||
"rhs_weap_optic_smaw"
|
||||
];
|
||||
|
||||
GRLIB_arsenal_backpacks = [
|
||||
|
|
|
@ -124,7 +124,7 @@ KP_liberation_civinfo_duration = 1200; // Civil Informant stay
|
|||
KP_liberation_civinfo_task_chance = 40; // Chance (0-100) that the delivered informant will spawn a time critical task.
|
||||
KP_liberation_civinfo_task_duration = 900; // Duration until the task will despawn if no player is near. (seconds)
|
||||
|
||||
KP_liberation_convoy_ambush_chance = 5; // Chance that a logistic convoy will be ambushed, when civil reputation is low.
|
||||
KP_liberation_convoy_ambush_chance = 2; // Chance that a logistic convoy will be ambushed, when civil reputation is low.
|
||||
KP_liberation_convoy_ambush_duration = 1200; // Duration of the convoy ambush event. (seconds)
|
||||
|
||||
KP_liberation_resistance_tier2 = 30; // At which strength (0-100) the guerilla forces will be at tier 2?
|
||||
|
|
|
@ -299,10 +299,11 @@ while {GRLIB_endgame == 0} do {
|
|||
case 4: {
|
||||
if ((_x select 8) > 1) then {
|
||||
|
||||
if (((_x select 8) <= ((ceil (((_x select 2) distance2D (_x select 3)) / 400)) - 3)) && ((_x select 8) >= 3) && !((_x select 6) isEqualTo [0,0,0]) && !KP_liberation_convoy_ambush_inProgress && (KP_liberation_civ_rep <= -25)) then {
|
||||
if (KP_liberation_asymmetric_debug > 0) then {private _text = format ["[KP LIBERATION] [ASYMMETRIC] Logistic convoy %1: ambush possible - current ETA: %2", (_x select 0), (_x select 8)];_text remoteExec ["diag_log",2];};
|
||||
if (((_x select 8) <= ((ceil (((_x select 2) distance2D (_x select 3)) / 400)) - 3)) && ((_x select 8) >= 3) && !((_x select 6) isEqualTo [0,0,0]) && !KP_liberation_convoy_ambush_inProgress && (KP_liberation_civ_rep <= -25) && (((_x select 8) % 2) == 0)) then {
|
||||
private _dice = round (random 100);
|
||||
if (_dice <= (KP_liberation_convoy_ambush_chance + ([] call F_cr_getMulti))) then {
|
||||
private _chance = KP_liberation_convoy_ambush_chance + ([] call F_cr_getMulti);
|
||||
if (KP_liberation_asymmetric_debug > 0) then {private _text = format ["[KP LIBERATION] [ASYMMETRIC] Logistic convoy %1: ambush possible - current ETA: %2 - Dice: %3 - Chance: %4", (_x select 0), (_x select 8), _dice, _chance];_text remoteExec ["diag_log",2];};
|
||||
if (_dice <= _chance) then {
|
||||
private _convoy = +_x;
|
||||
sleep 0.1;
|
||||
[_convoy] spawn logistic_convoy_ambush;
|
||||
|
@ -319,9 +320,8 @@ while {GRLIB_endgame == 0} do {
|
|||
} else {
|
||||
_x set [8,((_x select 8) - 1)];
|
||||
KP_liberation_convoy_ambush_check = 0;
|
||||
}
|
||||
};
|
||||
} else {
|
||||
if (KP_liberation_asymmetric_debug > 0) then {diag_log format ["[KP LIBERATION] [ASYMMETRIC] Logistic convoy %1: no ambush - Chance: %2 - Dice: %3", (_x select 0), (KP_liberation_convoy_ambush_chance + (round ((KP_liberation_civ_rep * -1) / 25))), _dice];};
|
||||
_x set [8,((_x select 8) - 1)];
|
||||
};
|
||||
} else {
|
||||
|
|
|
@ -10,20 +10,20 @@
|
|||
<!-- Chinese Simplified localization made by Nercon: https://github.com/nercon -->
|
||||
<!-- (WIP) Turkish localization made by Carbneth: https://github.com/Carbneth -->
|
||||
<Key ID="STR_MISSION_TITLE">
|
||||
<Original>KP Liberation v0.96</Original>
|
||||
<German>KP Liberation v0.96</German>
|
||||
<Spanish>KP Liberation v0.96</Spanish>
|
||||
<Italian>KP Liberation v0.96</Italian>
|
||||
<Chinesesimp>KP Liberation v0.96</Chinesesimp>
|
||||
<Turkish>KP Liberation v0.96</Turkish>
|
||||
<Original>KP Liberation v0.961dev</Original>
|
||||
<German>KP Liberation v0.961dev</German>
|
||||
<Spanish>KP Liberation v0.961dev</Spanish>
|
||||
<Italian>KP Liberation v0.961dev</Italian>
|
||||
<Chinesesimp>KP Liberation v0.961dev</Chinesesimp>
|
||||
<Turkish>KP Liberation v0.961dev</Turkish>
|
||||
</Key>
|
||||
<Key ID="STR_MISSION_VERSION">
|
||||
<Original>v0.96</Original>
|
||||
<German>v0.96</German>
|
||||
<Spanish>v0.96</Spanish>
|
||||
<Italian>v0.96</Italian>
|
||||
<Chinesesimp>v0.96</Chinesesimp>
|
||||
<Turkish>v0.96</Turkish>
|
||||
<Original>v0.961dev96</Original>
|
||||
<German>v0.961dev</German>
|
||||
<Spanish>v0.961dev</Spanish>
|
||||
<Italian>v0.961dev</Italian>
|
||||
<Chinesesimp>v0.961dev</Chinesesimp>
|
||||
<Turkish>v0.961dev</Turkish>
|
||||
</Key>
|
||||
<Key ID="STR_Deploy_OnPoint">
|
||||
<Original>Deploy</Original>
|
||||
|
@ -4696,6 +4696,7 @@
|
|||
<Key ID="STR_GREUH_TEST">
|
||||
<Original>Test</Original>
|
||||
<German>Test</German>
|
||||
<Italian>Test</Italian>
|
||||
<Chinesesimp>测试</Chinesesimp>
|
||||
<Turkish>Test</Turkish>
|
||||
</Key>
|
||||
|
@ -4793,150 +4794,177 @@
|
|||
<Key ID="STR_RESTART_PARAM">
|
||||
<Original>Automatic Server Restart after (hours)</Original>
|
||||
<German>Automatischer Server Restart nach (Stunden)</German>
|
||||
<Italian>Restart Automatico del Server ogni (ore)</Italian>
|
||||
<Turkish>Otomatik server yeniden başlat (saat)</Turkish>
|
||||
<Chinesesimp>自动重启服务器时间(小时)</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_PARAMS_DEBUGOPTIONS">
|
||||
<Original>== DEBUG MESSAGES ==</Original>
|
||||
<German>== DEBUG NACHRICHTEN ==</German>
|
||||
<Italian>== MESSAGGI DI DEBUG ==</Italian>
|
||||
<Turkish>== DEBUG MESAJLARI ==</Turkish>
|
||||
<Chinesesimp>== 除错信息 ==</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_PARAMS_DEBUG_CIVINFO">
|
||||
<Original>Civil Informant</Original>
|
||||
<German>Ziviler Informant</German>
|
||||
<Italian>Informatore Civile</Italian>
|
||||
<Turkish>Sivil Bilgisi</Turkish>
|
||||
<Chinesesimp>民间线人</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_PARAMS_DEBUG_CIVREP">
|
||||
<Original>Civil Reputation</Original>
|
||||
<German>Ziviles Ansehen</German>
|
||||
<Italian>Reputazione Civili</Italian>
|
||||
<Turkish>Sivil Repütasyonu</Turkish>
|
||||
<Chinesesimp>民间声望</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_PARAMS_DEBUG_SAVE">
|
||||
<Original>Saving</Original>
|
||||
<German>Savegame Daten (zeigt komplettes Savegame Array jede Minute in der server.rpt)</German>
|
||||
<Italian>Salvataggio Dati</Italian>
|
||||
<Chinesesimp>保存中</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_NOTIFICATION_CIV_INFORMANT_START">
|
||||
<Original>A civilian from %1 says he has some information for us.</Original>
|
||||
<German>Ein Zivilist aus %1 sagt, er hätte Informationen für uns.</German>
|
||||
<Italian>Un civile a %1 dice di avere informazioni per noi.</Italian>
|
||||
<Turkish>%1 adında ki bir sivil bize vereceği bir bilgisi olduğunu söylüyor.</Turkish>
|
||||
<Chinesesimp>来自%1的一位平民说他有情报要交给我们。</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_NOTIFICATION_CIV_INFORMANT_SUCCESS">
|
||||
<Original>The civilian gave us some important information.</Original>
|
||||
<German>Der Zivilist gab uns wichtige Informationen.</German>
|
||||
<Italian>Il civile ha fornito informazioni importatnti.</Italian>
|
||||
<Turkish>Sivil bize çok önemli bilgiler verdi.</Turkish>
|
||||
<Chinesesimp>平民给了我们一些重要情报。</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_NOTIFICATION_CIV_INFORMANT_FAIL">
|
||||
<Original>The civilian has disappeared.</Original>
|
||||
<German>Der Zivilist ist wieder untergetaucht.</German>
|
||||
<Italian>Il civile è scomparso.</Italian>
|
||||
<Turkish>Sivil ortadan kayboldu.</Turkish>
|
||||
<Chinesesimp>平民消失了。</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_NOTIFICATION_CIV_INFORMANT_DEATH">
|
||||
<Original>The civilian died.</Original>
|
||||
<German>Der Zivilist wurde getötet.</German>
|
||||
<Italian>Il civile è morto.</Italian>
|
||||
<Turkish>Sivil öldü.</Turkish>
|
||||
<Chinesesimp>平民死亡了。</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_PARAMS_DEBUG_ASYMMETRIC">
|
||||
<Original>Asymmetric Threat</Original>
|
||||
<German>Asymmetrische Bedrohung</German>
|
||||
<Italian>Minaccia Asimmetrica</Italian>
|
||||
<Turkish>Asimetrik Tehdit</Turkish>
|
||||
<Chinesesimp>非对称威胁</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_PARAMS_DEBUG_LOGISTIC">
|
||||
<Original>Logistic</Original>
|
||||
<German>Logistik</German>
|
||||
<Italian>Logistica</Italian>
|
||||
<Turkish>Lojistik</Turkish>
|
||||
<Chinesesimp>后勤</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_NOTIFICATION_ASYMMCONVOYAMBUSH_TITLE">
|
||||
<Original>Logistic Convoy Ambush</Original>
|
||||
<German>Logistikkonvoi Überfall</German>
|
||||
<Italian>Convoglio Sotto Attacco</Italian>
|
||||
<Turkish>Lojistik Konvoyu Baskını</Turkish>
|
||||
<Chinesesimp>后勤车队受袭</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_NOTIFICATION_ASYMMCONVOYAMBUSH_TEXT">
|
||||
<Original>Guerilla forces attacking our convoy near %1.</Original>
|
||||
<German>Guerillakräfte greifen unseren Konvoi nahe %1 an.</German>
|
||||
<Italian>Guerriglieri attaccano il nostro convoglio vicino %1</Italian>
|
||||
<Turkish>Gerilla kuvvetleri bizim konvoyumuza saldırıyor, %1 yakınında.</Turkish>
|
||||
<Chinesesimp>游击队正在%1附近攻击我们的车队</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_NOTIFICATION_ASYMMCONVOYAMBUSH_SUCCESS">
|
||||
<Original>The ambush was successfully repelled.</Original>
|
||||
<German>Der Hinterhalt konnte erfolgreich zurückgeschlagen werden.</German>
|
||||
<Italian>L'attacco è stato neutralizzato.</Italian>
|
||||
<Turkish>Baskın başarıyla püskürtüldü.</Turkish>
|
||||
<Chinesesimp>成功击退了来犯者。</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_NOTIFICATION_ASYMMCONVOYAMBUSH_FAIL">
|
||||
<Original>The guerilla forces escaped with the convoy resources.</Original>
|
||||
<German>Die Guerillakräfte konnten mit den Konvoiressourcen verschwinden.</German>
|
||||
<Italian>I Guerriglieri scappano con le risorse del nostro convoglio.</Italian>
|
||||
<Turkish>Gerilla kuvvetleri malzemelerimizle beraber kaçtılar.</Turkish>
|
||||
<Chinesesimp>游击队抢走了车队物资。</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_PARAMS_DEBUG_SECTORSPAWN">
|
||||
<Original>Sectorspawn</Original>
|
||||
<German>Sektorspawn</German>
|
||||
<Italian>Spawn Settori</Italian>
|
||||
<Chinesesimp>战区刷新</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_PARAMS_DEBUG_KILL">
|
||||
<Original>Killed units</Original>
|
||||
<German>Getötete Einheiten</German>
|
||||
<Italian>Unità Uccise</Italian>
|
||||
<Chinesesimp>击杀的单位</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_CR_ACE_ACTION">
|
||||
<Original>Treat the civilian (field dressing)</Original>
|
||||
<German>Zivilisten versorgen (einfache Bandage)</German>
|
||||
<Italian>Soccorso Civili</Italian>
|
||||
<Chinesesimp>治疗平民(战地绷带)</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_CR_ACE_ACTION_FAIL">
|
||||
<Original>You need a field dressing.</Original>
|
||||
<German>Du brauchst eine einfache Bandage.</German>
|
||||
<Italian>Hai bisogno di un bendaggio semplice.</Italian>
|
||||
<Chinesesimp>你需要一个战地绷带。</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_NOTIFICATION_CIV_HVT_START">
|
||||
<Original>There is a high ranked officer near %1.</Original>
|
||||
<German>Ein hochrangiger Offizier befindet sich in der Nähe von %1.</German>
|
||||
<Italian>C'è un ufficiale di altro grado vicino %1.</Italian>
|
||||
<Chinesesimp>%1附近有一名高级军官。</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_NOTIFICATION_CIV_HVT_SUCCESS">
|
||||
<Original>The officer was successfully killed.</Original>
|
||||
<German>Der Offizier konnte erfolgreich getötet werden.</German>
|
||||
<Italian>L'ufficiale è stato ucciso.</Italian>
|
||||
<Chinesesimp>成功刺杀了军官。</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_NOTIFICATION_CIV_HVT_FAIL">
|
||||
<Original>The officer has moved on.</Original>
|
||||
<German>Der Offizier ist weitergezogen.</German>
|
||||
<Italian>L'ufficiale è scappato.</Italian>
|
||||
<Chinesesimp>军官逃离了。</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_PARAM_RESPAWN_COOLDOWN">
|
||||
<Original>Mobile Respawn Cooldown (minutes)</Original>
|
||||
<German>Mobiler Respawn Cooldown (Minuten)</German>
|
||||
<Italian>Attesa Respawn Mobile (Minuti)</Italian>
|
||||
<Chinesesimp>机动复活点冷却时间(分钟)</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_RESPAWN_COOLDOWN_HINT">
|
||||
<Original>%1 minutes mobile respawn cooldown left.</Original>
|
||||
<German>%1 Minuten Mobiler Respawn Cooldown übrig.</German>
|
||||
<Italian>Mancano ancora %1 minuti al respawn.</Italian>
|
||||
<Chinesesimp>机动复活点还需要%1分钟冷却。</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_CR_RESISTANCE_KILLMSG">
|
||||
<Original>An allied resistance fighter named %1 was killed!</Original>
|
||||
<German>Ein verbündeter Widerstandskämpfer mit Namen %1 wurde getötet!</German>
|
||||
<Italian>Un'alleato della resistenza di nome %1 è stato ucciso!</Italian>
|
||||
<Chinesesimp>一位名叫%1的友军抵抗军战士阵亡了!</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_PARAMS_DEBUG_SAVE">
|
||||
<Original>Gamedata saving</Original>
|
||||
<German>Savegame Speicherung</German>
|
||||
<Italian>Salvataggio Dati di Gioco</Italian>
|
||||
<Chinesesimp>储存游戏数据中</Chinesesimp>
|
||||
</Key>
|
||||
<Key ID="STR_PARAMS_DEBUG_PRODUCTION">
|
||||
<Original>Production</Original>
|
||||
<German>Produktion</German>
|
||||
<Italian>Produzione</Italian>
|
||||
<Chinesesimp>生产</Chinesesimp>
|
||||
</Key>
|
||||
</Package>
|
||||
|
|
|
@ -64,7 +64,7 @@ class Params
|
|||
title = $STR_PARAM_AUTODANGER;
|
||||
values[] = {1,0};
|
||||
texts[] = { $STR_PARAMS_ENABLED, $STR_PARAMS_DISABLED };
|
||||
default = 0;
|
||||
default = 1;
|
||||
};
|
||||
class DayDuration {
|
||||
title = $STR_PARAMS_DAYDURATION;
|
||||
|
|
29
README.md
29
README.md
|
@ -2,7 +2,7 @@
|
|||
|
||||
# KP Liberation for ArmA 3
|
||||
|
||||
## Current version : 0.96
|
||||
## Current version : 0.961
|
||||
|
||||
[BI Forum Thread](https://forums.bistudio.com/topic/202711-mpcti-coop-liberation-continued/)
|
||||
|
||||
|
@ -19,7 +19,7 @@ If you like the work and think it's worth a small donation, feel free to use the
|
|||
[Donate via paypal.me](https://www.paypal.me/wyqer)
|
||||
|
||||
## Overview
|
||||
The area has fallen to the enemy, and it is up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the area.
|
||||
The area has fallen to the enemy, and it is up to you to take it back. Embark on a persistent campaign with your teammates to liberate all the major cities of the area that will span several weeks of real time.
|
||||
* Experience a massive “Capture the Island” campaign involving a large range of different settlements across the entire area.
|
||||
* Cooperate with up to 34 players, including a Commanding role, two fire-team squads, a medevac and a logistical support squad as well as AI recruits to fill the gaps.
|
||||
* Purchase both infantry and vehicles (both ground and air) using three different types of physical resources; supplies, ammunition and fuel.
|
||||
|
@ -40,8 +40,8 @@ The area has fallen to the enemy, and it is up to you to take it back. Embark wi
|
|||
* Admin: [jus61](https://www.killahpotatoes.de/index.php?user/2-jus61/)
|
||||
|
||||
## Needed Mods
|
||||
This mods are needed if you use the prepacked missionfiles from the release tab or Steam Workshop.
|
||||
You can play every map without any mods (only the maps themself) if you set the preset to custom in `kp_liberation_config`.
|
||||
These mods are needed if you want to use the prepacked missionfiles from the release tab or Steam Workshop.
|
||||
You can play every map without any mods (only the maps themself) if you set the preset to custom in the file `kp_liberation_config`.
|
||||
* Al Rayak
|
||||
* [CUP Terrains - Core](http://steamcommunity.com/sharedfiles/filedetails/?id=583496184)
|
||||
* [CUP Terrains - Maps](http://steamcommunity.com/sharedfiles/filedetails/?id=583544987)
|
||||
|
@ -49,7 +49,7 @@ You can play every map without any mods (only the maps themself) if you set the
|
|||
* [RHS: Armed Forces of the Russian Federation](http://steamcommunity.com/sharedfiles/filedetails/?id=843425103)
|
||||
* [RHS: United States Forces](http://steamcommunity.com/sharedfiles/filedetails/?id=843577117)
|
||||
* Altis
|
||||
* Nothing
|
||||
* None
|
||||
* Chernarus
|
||||
* [CUP Terrains - Core](http://steamcommunity.com/sharedfiles/filedetails/?id=583496184)
|
||||
* [CUP Terrains - Maps](http://steamcommunity.com/sharedfiles/filedetails/?id=583544987)
|
||||
|
@ -58,7 +58,7 @@ You can play every map without any mods (only the maps themself) if you set the
|
|||
* Recommended for more enterable buildings on Chernarus
|
||||
* [DonkeyPunch.INFO Open Chernarus Project](http://steamcommunity.com/sharedfiles/filedetails/?id=786777307)
|
||||
* Malden
|
||||
* Nothing
|
||||
* None
|
||||
* Sahrani
|
||||
* [CUP Terrains - Core](http://steamcommunity.com/sharedfiles/filedetails/?id=583496184)
|
||||
* [CUP Terrains - Maps](http://steamcommunity.com/sharedfiles/filedetails/?id=583544987)
|
||||
|
@ -71,7 +71,7 @@ You can play every map without any mods (only the maps themself) if you set the
|
|||
* [RHS: Armed Forces of the Russian Federation](http://steamcommunity.com/sharedfiles/filedetails/?id=843425103)
|
||||
* [RHS: United States Forces](http://steamcommunity.com/sharedfiles/filedetails/?id=843577117)
|
||||
* Tanoa
|
||||
* Nothing
|
||||
* None
|
||||
* Taunus (very resource-intensive map)
|
||||
* [BWMod](http://steamcommunity.com/sharedfiles/filedetails/?id=870276636)
|
||||
* [CBA A3](http://steamcommunity.com/sharedfiles/filedetails/?id=450814997)
|
||||
|
@ -82,7 +82,7 @@ You can play every map without any mods (only the maps themself) if you set the
|
|||
* [X-Cam-Taunus (Version 1.1)](http://steamcommunity.com/sharedfiles/filedetails/?id=836147398)
|
||||
|
||||
## Recommended Mods
|
||||
This Mods would greatly increase your gaming experience:
|
||||
These mods are recommended by us, as they are likely to increase your gaming experience:
|
||||
* [ACE](http://steamcommunity.com/sharedfiles/filedetails/?id=463939057)
|
||||
* [ACE Compat - RHS Armed Forces of the Russian Federation](http://steamcommunity.com/workshop/filedetails/?id=773131200)
|
||||
* [ACE Compat - RHS United States Armed Forces](http://steamcommunity.com/workshop/filedetails/?id=773125288)
|
||||
|
@ -97,18 +97,18 @@ This Mods would greatly increase your gaming experience:
|
|||
* [KP Ranks](http://steamcommunity.com/sharedfiles/filedetails/?id=741621641)
|
||||
* [LAxemann's Suppress](https://steamcommunity.com/sharedfiles/filedetails/?id=825174634)
|
||||
|
||||
Also you should think about using this mods as serverside mods:
|
||||
Also you should think about using these mods as serverside mods:
|
||||
* [Advanced Rappeling](http://steamcommunity.com/sharedfiles/filedetails/?id=713709341)
|
||||
* [Advanced Sling Loading](http://steamcommunity.com/sharedfiles/filedetails/?id=615007497)
|
||||
* [Advanced Towing](http://steamcommunity.com/sharedfiles/filedetails/?id=639837898)
|
||||
* [Advanced Urban Rappeling](http://steamcommunity.com/sharedfiles/filedetails/?id=730310357)
|
||||
|
||||
## ACE Serverside Settings
|
||||
I've provided our community serverconfig.hpp for the [usage with the ace_server.pbo](https://ace3mod.com/wiki/framework/settings-framework.html#32-loading-up-the-server-config) for dedicated servers.
|
||||
Just copy the userconfig folder into your ArmA 3 Server folder and start the ace_server.pbo as serverside mod.
|
||||
I've provided our communities serverconfig.hpp to be [used with the ace_server.pbo](https://ace3mod.com/wiki/framework/settings-framework.html#32-loading-up-the-server-config) for dedicated servers.
|
||||
Just copy the userconfig folder into your ArmA 3 Server folder and start the ace_server.pbo as a serverside mod.
|
||||
|
||||
## Recommended Difficulty Settings
|
||||
I recommend to use the following difficulty settings for this mission (User profile of your server):
|
||||
I recommend using the following difficulty settings for this mission (User profile of your server):
|
||||
```
|
||||
class CustomDifficulty
|
||||
{
|
||||
|
@ -160,6 +160,11 @@ class Missions
|
|||
|
||||
## Changelog
|
||||
|
||||
### 0.961 (in development)
|
||||
* Updated: ACE settings from our community due to the new pylons system in ACE.
|
||||
* Tweaked: Logistic convoy ambush chance balancing.
|
||||
* Fixed: SMAW optic placed in wrong array in RHS presets.
|
||||
|
||||
### 0.96 (12th October 2017)
|
||||
* Added: BI Support System functionality. (Currently deactivated, as there are still issues in MP)
|
||||
* Added: Parameter for access to the Support System -> Disabled, Commander, Whitelist, Everyone.
|
||||
|
|
|
@ -53,13 +53,18 @@ class ace_finger_maxRange {
|
|||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_finger_indicatorForSelf {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_frag_enabled {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_frag_spallEnabled {
|
||||
value = 0;
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
|
@ -78,11 +83,6 @@ class ace_frag_maxTrackPerFrame {
|
|||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_frag_enableDebugTrace {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_gforces_enabledFor {
|
||||
value = 1;
|
||||
typeName = "SCALAR";
|
||||
|
@ -119,7 +119,7 @@ class ace_interact_menu_alwaysUseCursorInteraction {
|
|||
force = 0;
|
||||
};
|
||||
class ace_interact_menu_useListMenu {
|
||||
value = 0;
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
force = 0;
|
||||
};
|
||||
|
@ -143,6 +143,11 @@ class ace_interaction_enableMagazinePassing {
|
|||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_interaction_disableNegativeRating {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_laser_dispersionCount {
|
||||
value = 2;
|
||||
typeName = "SCALAR";
|
||||
|
@ -233,6 +238,21 @@ class ace_map_gestures_interval {
|
|||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_maptools_drawStaightLines {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_markers_movableMarkersEnabled {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_markers_moveRestriction {
|
||||
value = 0;
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_medical_level {
|
||||
value = 2;
|
||||
typeName = "SCALAR";
|
||||
|
@ -268,16 +288,6 @@ class ace_medical_painCoefficient {
|
|||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_medical_enableAirway {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_medical_enableFractures {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_medical_enableAdvancedWounds {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
|
@ -543,7 +553,12 @@ class ace_nametags_playerNamesViewDistance {
|
|||
class ace_nametags_playerNamesMaxAlpha {
|
||||
value = 0.8;
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
force = 0;
|
||||
};
|
||||
class ace_nametags_tagSize {
|
||||
value = 2;
|
||||
typeName = "SCALAR";
|
||||
force = 0;
|
||||
};
|
||||
class ace_nightvision_disableNVGsWithSights {
|
||||
value = 0;
|
||||
|
@ -590,17 +605,87 @@ class ace_overpressure_distanceCoefficient {
|
|||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_pylons_enabled {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_pylons_rearmNewPylons {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_pylons_searchDistance {
|
||||
value = 15;
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_pylons_timePerPylon {
|
||||
value = 5;
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_pylons_requireEngineer {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_pylons_requireToolkit {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_quickmount_enabled {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_quickmount_distance {
|
||||
value = 3;
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_quickmount_speed {
|
||||
value = 18;
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_quickmount_priority {
|
||||
value = 0;
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
// Logistik Beginn
|
||||
class ace_rearm_level {
|
||||
value = 2; // 0 = Ganzes Fahrzeug, 1 = Ganzes Magazin, 2 = Kaliberbasiert
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_rearm_supply {
|
||||
value = 0;
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_refuel_rate {
|
||||
value = 1;
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_refuel_hoseLength {
|
||||
value = 12;
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_reload_displayText {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_repair_displayTextOnRepair {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_repair_engineerSetting_repair {
|
||||
value = 1;
|
||||
typeName = "SCALAR";
|
||||
|
@ -712,14 +797,9 @@ class ace_scopes_deduceBarometricPressureFromTerrainAltitude {
|
|||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_spectator_filterUnits {
|
||||
value = 2;
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_spectator_filterSides {
|
||||
class ace_spectator_enableAI {
|
||||
value = 0;
|
||||
typeName = "SCALAR";
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_spectator_restrictModes {
|
||||
|
@ -767,6 +847,11 @@ class ace_switchunits_safeZoneRadius {
|
|||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_tagging_quickTag {
|
||||
value = 1;
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_ui_allowSelectiveUI {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
|
@ -967,6 +1052,11 @@ class ace_viewdistance_limitViewDistance {
|
|||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_weaponselect_displayText {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_weather_enableServerController {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
|
@ -977,11 +1067,6 @@ class ace_weather_useACEWeather {
|
|||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_weather_syncRain {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_weather_syncWind {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
|
@ -1017,36 +1102,6 @@ class ace_winddeflection_simulationRadius {
|
|||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_zeus_zeusAscension {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_zeus_zeusBird {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_zeus_remoteWind {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_zeus_radioOrdnance {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_zeus_revealMines {
|
||||
value = 0;
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_zeus_autoAddObjects {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_advanced_fatigue_enabled {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
|
@ -1080,7 +1135,7 @@ class ace_advanced_fatigue_terrainGradientFactor {
|
|||
class ace_advanced_throwing_enabled {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
force = 0;
|
||||
force = 1;
|
||||
};
|
||||
class ace_advanced_throwing_showThrowArc {
|
||||
value = 1;
|
||||
|
@ -1117,11 +1172,21 @@ class ace_captives_allowSurrender {
|
|||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_captives_requireSurrenderAi {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_cargo_enable {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_cargo_paradropTimeCoefficent {
|
||||
value = 2.5;
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_explosives_requireSpecialist {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
|
@ -1172,6 +1237,36 @@ class ace_hearing_autoAddEarplugsToUnits {
|
|||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_zeus_zeusAscension {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_zeus_zeusBird {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_zeus_remoteWind {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_zeus_radioOrdnance {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_zeus_revealMines {
|
||||
value = 0;
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
};
|
||||
class ace_zeus_autoAddObjects {
|
||||
value = 0;
|
||||
typeName = "BOOL";
|
||||
force = 1;
|
||||
};
|
||||
class ace_advanced_ballistics_enabled {
|
||||
value = 1;
|
||||
typeName = "BOOL";
|
||||
|
@ -1221,4 +1316,4 @@ class ace_advanced_ballistics_simulationRadius {
|
|||
value = 3000;
|
||||
typeName = "SCALAR";
|
||||
force = 1;
|
||||
}
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue