Merge branch 'v0.961' into master

This commit is contained in:
Christian 2017-10-30 14:03:13 +01:00 committed by GitHub
commit 5ff6abc3fc
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
9 changed files with 227 additions and 99 deletions

View File

@ -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 = [

View File

@ -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 = [

View File

@ -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 = [

View File

@ -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?

View File

@ -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 {

View File

@ -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>

View File

@ -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;

View File

@ -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.

View File

@ -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;
}
};