diff --git a/Missionframework/arsenal_presets/rhsusaf.sqf b/Missionframework/arsenal_presets/rhsusaf.sqf
index e8288d41..8c0e733b 100644
--- a/Missionframework/arsenal_presets/rhsusaf.sqf
+++ b/Missionframework/arsenal_presets/rhsusaf.sqf
@@ -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 = [
diff --git a/Missionframework/arsenal_presets/rhsusaf_ace.sqf b/Missionframework/arsenal_presets/rhsusaf_ace.sqf
index 211a654f..347efb1d 100644
--- a/Missionframework/arsenal_presets/rhsusaf_ace.sqf
+++ b/Missionframework/arsenal_presets/rhsusaf_ace.sqf
@@ -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 = [
diff --git a/Missionframework/arsenal_presets/rhsusaf_ace_acre.sqf b/Missionframework/arsenal_presets/rhsusaf_ace_acre.sqf
index b84583b1..64b0f6ed 100644
--- a/Missionframework/arsenal_presets/rhsusaf_ace_acre.sqf
+++ b/Missionframework/arsenal_presets/rhsusaf_ace_acre.sqf
@@ -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 = [
diff --git a/Missionframework/kp_liberation_config.sqf b/Missionframework/kp_liberation_config.sqf
index 093381b7..89251200 100644
--- a/Missionframework/kp_liberation_config.sqf
+++ b/Missionframework/kp_liberation_config.sqf
@@ -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?
diff --git a/Missionframework/scripts/server/resources/manage_logistics.sqf b/Missionframework/scripts/server/resources/manage_logistics.sqf
index 0f3cf64c..73c59cae 100644
--- a/Missionframework/scripts/server/resources/manage_logistics.sqf
+++ b/Missionframework/scripts/server/resources/manage_logistics.sqf
@@ -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 {
diff --git a/Missionframework/stringtable.xml b/Missionframework/stringtable.xml
index 80d09f67..1f6917e1 100644
--- a/Missionframework/stringtable.xml
+++ b/Missionframework/stringtable.xml
@@ -10,20 +10,20 @@
- KP Liberation v0.96
- KP Liberation v0.96
- KP Liberation v0.96
- KP Liberation v0.96
- KP Liberation v0.96
- KP Liberation v0.96
+ KP Liberation v0.961dev
+ KP Liberation v0.961dev
+ KP Liberation v0.961dev
+ KP Liberation v0.961dev
+ KP Liberation v0.961dev
+ KP Liberation v0.961dev
- v0.96
- v0.96
- v0.96
- v0.96
- v0.96
- v0.96
+ v0.961dev96
+ v0.961dev
+ v0.961dev
+ v0.961dev
+ v0.961dev
+ v0.961dev
Deploy
@@ -4696,6 +4696,7 @@
Test
Test
+ Test
测试
Test
@@ -4793,150 +4794,177 @@
Automatic Server Restart after (hours)
Automatischer Server Restart nach (Stunden)
+ Restart Automatico del Server ogni (ore)
Otomatik server yeniden başlat (saat)
自动重启服务器时间(小时)
== DEBUG MESSAGES ==
== DEBUG NACHRICHTEN ==
+ == MESSAGGI DI DEBUG ==
== DEBUG MESAJLARI ==
== 除错信息 ==
Civil Informant
Ziviler Informant
+ Informatore Civile
Sivil Bilgisi
民间线人
Civil Reputation
Ziviles Ansehen
+ Reputazione Civili
Sivil Repütasyonu
民间声望
Saving
Savegame Daten (zeigt komplettes Savegame Array jede Minute in der server.rpt)
+ Salvataggio Dati
保存中
A civilian from %1 says he has some information for us.
Ein Zivilist aus %1 sagt, er hätte Informationen für uns.
+ Un civile a %1 dice di avere informazioni per noi.
%1 adında ki bir sivil bize vereceği bir bilgisi olduğunu söylüyor.
来自%1的一位平民说他有情报要交给我们。
The civilian gave us some important information.
Der Zivilist gab uns wichtige Informationen.
+ Il civile ha fornito informazioni importatnti.
Sivil bize çok önemli bilgiler verdi.
平民给了我们一些重要情报。
The civilian has disappeared.
Der Zivilist ist wieder untergetaucht.
+ Il civile è scomparso.
Sivil ortadan kayboldu.
平民消失了。
The civilian died.
Der Zivilist wurde getötet.
+ Il civile è morto.
Sivil öldü.
平民死亡了。
Asymmetric Threat
Asymmetrische Bedrohung
+ Minaccia Asimmetrica
Asimetrik Tehdit
非对称威胁
Logistic
Logistik
+ Logistica
Lojistik
后勤
Logistic Convoy Ambush
Logistikkonvoi Überfall
+ Convoglio Sotto Attacco
Lojistik Konvoyu Baskını
后勤车队受袭
Guerilla forces attacking our convoy near %1.
Guerillakräfte greifen unseren Konvoi nahe %1 an.
+ Guerriglieri attaccano il nostro convoglio vicino %1
Gerilla kuvvetleri bizim konvoyumuza saldırıyor, %1 yakınında.
游击队正在%1附近攻击我们的车队
The ambush was successfully repelled.
Der Hinterhalt konnte erfolgreich zurückgeschlagen werden.
+ L'attacco è stato neutralizzato.
Baskın başarıyla püskürtüldü.
成功击退了来犯者。
The guerilla forces escaped with the convoy resources.
Die Guerillakräfte konnten mit den Konvoiressourcen verschwinden.
+ I Guerriglieri scappano con le risorse del nostro convoglio.
Gerilla kuvvetleri malzemelerimizle beraber kaçtılar.
游击队抢走了车队物资。
Sectorspawn
Sektorspawn
+ Spawn Settori
战区刷新
Killed units
Getötete Einheiten
+ Unità Uccise
击杀的单位
Treat the civilian (field dressing)
Zivilisten versorgen (einfache Bandage)
+ Soccorso Civili
治疗平民(战地绷带)
You need a field dressing.
Du brauchst eine einfache Bandage.
+ Hai bisogno di un bendaggio semplice.
你需要一个战地绷带。
There is a high ranked officer near %1.
Ein hochrangiger Offizier befindet sich in der Nähe von %1.
+ C'è un ufficiale di altro grado vicino %1.
%1附近有一名高级军官。
The officer was successfully killed.
Der Offizier konnte erfolgreich getötet werden.
+ L'ufficiale è stato ucciso.
成功刺杀了军官。
The officer has moved on.
Der Offizier ist weitergezogen.
+ L'ufficiale è scappato.
军官逃离了。
Mobile Respawn Cooldown (minutes)
Mobiler Respawn Cooldown (Minuten)
+ Attesa Respawn Mobile (Minuti)
机动复活点冷却时间(分钟)
%1 minutes mobile respawn cooldown left.
%1 Minuten Mobiler Respawn Cooldown übrig.
+ Mancano ancora %1 minuti al respawn.
机动复活点还需要%1分钟冷却。
An allied resistance fighter named %1 was killed!
Ein verbündeter Widerstandskämpfer mit Namen %1 wurde getötet!
+ Un'alleato della resistenza di nome %1 è stato ucciso!
一位名叫%1的友军抵抗军战士阵亡了!
Gamedata saving
Savegame Speicherung
+ Salvataggio Dati di Gioco
储存游戏数据中
Production
Produktion
+ Produzione
生产
diff --git a/Missionframework/ui/mission_params.hpp b/Missionframework/ui/mission_params.hpp
index 52c7a1eb..b2189fe1 100644
--- a/Missionframework/ui/mission_params.hpp
+++ b/Missionframework/ui/mission_params.hpp
@@ -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;
diff --git a/README.md b/README.md
index 831b28fe..9f8aebe8 100644
--- a/README.md
+++ b/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.
diff --git a/userconfig/ace/serverconfig.hpp b/userconfig/ace/serverconfig.hpp
index 0eabb444..576b3643 100644
--- a/userconfig/ace/serverconfig.hpp
+++ b/userconfig/ace/serverconfig.hpp
@@ -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;
-}
+};