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; -} +};