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Mission Parameter Settings

Joshua H edited this page May 9, 2024 · 15 revisions

Mission Parameter File Example

class Missions {
    class Mission_deadsotrhsaltis_altis {
        template = "deadsotrhsaltis.altis";
        difficulty = "Custom";
        class Params {
            ot_start_autoload = 0;
            ot_start_difficulty = 1;
            ot_start_fasttravel = 1;
            ot_start_popModifier = 1;
            ot_start_tutorial = 1;
            ot_showplayermarkers = 1;
            ot_showenemygroup = 1;
            ot_armedres = 1;
            ace_medical_blood_enabledFor = 1;
            AutoDespawnBodies = 1;
            headlessClient = 0;
            IDAPAirdrops = 0;
            IncreasedPlayerDamage = 1;
        };
    };
};

Parameter Information

These settings are identical to the ones found in the Start Game UI, in fact changing those settings will overwrite the mission parameter file where appropriate.

ot_start_autoload

Controls whether or not a new game will be started automatically, skipping over the main menu. If enabled and there is no current persistent save on the server profile, a new game will be started using the other parameter settings. If set to 1, the main menu will be shown to the "bigboss" player as normal.

Description: "Autoload a save or start a new game"

Accepted Values = [0 (yes), 1 (no)]

Default Value = 0

NOTE: loading a game will overwrite certain settings with the settings used when that game was started. Changing settings in new game option menu will also overwrite the values set in the mission parameters.

ot_start_difficulty

Sets the difficulty for the same when creating a new game via autoload. Difficulty effects taxes in shops, money and influence lost on death, random search chance, NATO units skill and accuracy, fast travel cost, NATO AI resources and aggressiveness, and more.

Description: "Game difficulty (Only with autoload)"

Accepted Values = [0 (easy),1 (normal), 2 (hard)]

Default Value = 1

ot_start_fasttravel

Controls restrictions/ requirements for fast travel. Rules for fast travel based off setting are as follows:

Assume "Vehicle" references the vehicle the player is currently the driver of (if applicable). Crew refers to all passengers of a vehicle which the player is the driver of.

An exception to these rules is with airplanes, which can always be fast traveled in (so they can be teleported to a runway.) Note that attempting to exploit this will most likely end in a fiery death.

Open

  • The player and crew must not be holding a weapon.
  • The player must have a map in their inventory.
  • The player, vehicle, and crew must not be wanted.
  • The player must not be holding a tow rope, or the vehicle must not be attached to a tow rope.
  • The player must not have any drugs in their inventory.
  • The vehicle must not have any cargo in its inventory, or any ACE cargo loaded.
  • The vehicle must not be a military vehicle.
  • The current location and target location must be connected by land bridge. (For Malden and Tanoa.)
  • The distance to fast travel must be greater than 150m. (This both to prevent exploitation, and a bug with the ARMA 3 engine.)

Restricted

  • Players can only fast travel on foot
  • Same rules from above "Open" apply

Disabled

  • Players are completely unable to fast travel

Regardless of the fast travel setting, players can only fast travel to owned GUER assets. Objects that can be fast travel to include:

  • Placeable camps
  • GUER FOBs
  • Controlled towns
  • Controlled bases
  • Owned houses
  • Owned businesses
  • The factory if owned

Fast travel price costs an amount based off distance, difficulty, and the weight of the vehicle. The calculation for fast travel cost is:

On Foot:

_Cost = (Distance_In_Meters/1000) * Fast_Travel_Rate

In Vehicle:

(Distance_In_Meters/1000) * (Mass_Of_Vehicle / 1000) * Fast_Travel_Rate

Where Fast_Travel_Rate = 100$ on Easy, 250$ on Normal, and 500$ on Hard.

Description: "Fast Travel (Only with autoload)"

Accepted Values: [0 (open), 1 (restricted), 2 (disabled)]

Default Value = 1

ot_start_popModifier

Affects the percentage of a town's population that is spawned as an actual entity. NOTE: civilian spawning is limited based on the number of total units on the map. At Low, 2% of a town's population is spawned, with a maximum of 20 units. Medium has 5% with a max of 40, high has 10% with a max of 60.

Description: "Population Modifier (Only with autoload)"

Accepted Values: [0 (low), 1 (medium), 2 (high)]

Default Value = 0

ot_start_tutorial

Controls whether tutorial is completable or not for the first-time players join the mission. If not, whether or not the items the player would have received should appear in the ammo net in their starting house.

Description: "Tutorial Rules (Only with autoload)"

Accepted Values: [0 (skip), 1 (skip, items), 2 (allow)]

Default Value = 2

ot_showplayermarkers

Description: "Show Player Markers on HUD"

Accepted Values: [0 (no), 1 (yes)]

Default Value = 1

ot_showenemygroup

Shows BLUFOR and OPFOR squad positions on the map, designed to be a "fairer" implementation of show enemy units in the base ARMA 3 settings. This only shows the last known location of the squad, as a NATO infantry symbol on the map. If the enemy is not in direct line of sight of a GUER unit, the marker will not be updated, and will eventually vanish.

Description: "Show known enemy groups on map"

Accepted Values: [0 (no), 1 (yes)]

Default Value = 0

ace_medical_blood_enabledFor

Unsure if this does anything, or if its overwritten by CBA Addon Settings. Chooses who should create blood splatters when bleeding due to ACE medical.

Description: "ACE Blood"

Accepted Values: [0 (none), 1 (players only), 2 (all)]

Default Value = 1

ot_armedres

Controls whether or not unarmed GUER remembers are counting towards NATO perception of the Resistance's strength, and if unarmed GUER members should count towards capture progress in objectives. This is recommended AGAINST, as unarmed resistance members won't be targeted by NATO, so can be used to exploit capturing objectives. Additionally, it will cause a much more significant NATO retaliation, which can cause large amounts of lag.

Description: Count Unarmed Resistance Members Towards QRF Missions.(Strongly suggest against.)"

Accepted Values: [0, 1]

Default Value = 0

headlessClient

Controls whether or not various units should be transferred to a headless client after spawning. This will only affect anything if the server has a headless client to begin with.

Description: "Headless Client"

Accepted Values: [0 (disabled), 1 (enabled)]

Default Value: 0

IDAPAirdrops

Controls whether IDAP airdrops can spawn after the server has been running for so long. They will always be spawned a significant distance away from players, and their vague location will show up as a purple circle on each player's map. The airdrop is a UNE ammo net containing various legal goods, primarily medical and other sellable items.

Description: "Random IDAP Airdrops"

Acceptable Values: [0 (disabled), 1 (enabled)]

Default Value: = 1

IncreasedPlayerDamage

Confusingly named, reduces the damage player takes. But not really. The way it actually functions is somewhat convoluted due to the enigma that is Ace Medical. The simplest explanation is it increases the amount of damage a player can take before passing out, assuming the damage is non-fatal. Effectively, increases the chance of the player to survive getting hit in medium and long-range gun fights.

For more info see my horrible Ace Medical Explanation

Description: "Increased Damage Threshold (Survivability) for Players"

Accepted Values: [0 (1x), 2 (2x), 4 (4x)]

Default Value = 1

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